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
- Crop farms
- Deposit-based buildings
- Forest buildings
- Harbour production buildings
- Mines and quarries
- Power plants
- Regular factories
- River buildings
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 |
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Sheep Farm | 00:30 | ![]() |
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Pig Farm | 01:00 | ![]() |
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Cattle Farm | 02:00 01:00 |
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Alpaca Farm | 00:30 | ![]() |
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Goat Farm | 01:00 | ![]() |
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Sanga Farm | 01:00 | ![]() |
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Goose Farm | 02:00 | ![]() |
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Husky Farm | 02:00 | ![]() |
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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 |
---|---|---|---|---|---|
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Potato Farm | 00:30 | ![]() |
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Grain Farm | 01:00 | ![]() |
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Hop Farm | 01:30 | ![]() |
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Red Pepper Farm | 02:00 | ![]() |
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Vineyard | 02:00 | ![]() |
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Plantain Plantation | 00:30 | ![]() |
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Sugar Cane Plantation | 00:30 | ![]() |
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Cotton Plantation | 01:00 | ![]() |
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Caoutchouc Plantation | 01:00 | ![]() |
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Corn Farm | 01:00 | ![]() |
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Coffee Plantation | 01:00 | ![]() |
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Tobacco Plantation | 02:00 | ![]() |
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Cocoa Plantation | 01:00 | ![]() |
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Linseed Farm | 01:00 | ![]() |
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Hibiscus Farm | 01:00 | ![]() |
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Teff Farm | 01:00 | ![]() |
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Indigo Farm | 01:00 | ![]() |
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Spice Farm | 01:00 | ![]() |
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Apiary | 00:30 | ![]() |
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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 |
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Oil Refinery | 00:15 | ![]() |
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Gas Mine | 04:30 | ![]() |
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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 |
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Lumberjack's Hut | 00:15 | ![]() |
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Charcoal Kiln | 00:30 | ![]() |
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Hunting Cabin | 01:00 | ![]() |
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Wanza Woodcutter | 00:15 | ![]() |
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Caribou Hunting Cabin | 01:00 | ![]() |
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Bear Hunting Cabin | 01:30 | ![]() |
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Prime Hunting Cabin | 00:15 | ![]() |
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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 |
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Fishery | 00:30 | ![]() |
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Sand Mine | 00:30 | ![]() |
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Saltpetre Works | 02:00 | ![]() |
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Fish Oil Factory | 00:30 | ![]() |
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Pearl Farm | 01:30 | ![]() |
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Salt Works | 00:30 | ![]() |
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Lobster Fishery | 01:00 | ![]() |
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Whaling Station | 01:00 | ![]() |
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Seal Hunting Docks | 00:30 | ![]() |
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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 |
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Clay Pit | 00:30 | ![]() |
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Iron Mine | 00:15 | ![]() |
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Coal Mine | 00:15 | ![]() |
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Limestone Quarry | 00:30 | ![]() |
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Zinc Mine | 00:30 | ![]() |
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Copper Mine | 00:30 | ![]() |
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Gold Mine | 02:30 | ![]() |
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Deep Gold Mine | 01:00 | ![]() |
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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 |
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Oil Power Plant | ![]() |
00:05 | ![]() ![]() | |
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Gas-Fired Power Plant | ![]() |
00:45 | ![]() ![]() |
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.
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 |
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Water Pump | ![]() | |||
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Clay Collector | 00:15 | ![]() |
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Paper Mill | ![]() |
00:15 | ![]() |
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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 |
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Silo | ![]() ![]() ![]() |
05:00 | ![]() ![]() ![]() ![]() | |
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Tractor Barn | ![]() |
05:00 | ![]() ![]() ![]() ![]() |
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[]
![]() Common | ||
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Free money! | ||
![]() Affects All Production Buildings when activated |
When activated Chance of Riots -40% Duration:50:00Destroyed after use |
Expedition Bonus![]() |
![]() Common | ||
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Puts out fires. | ||
![]() Affects All Production Buildings when activated |
When activated Chance of Fire -40% Duration:50:00Destroyed after use |
Expedition Bonus![]() |
![]() Uncommon | ||
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Lots of free money! | ||
![]() Affects All Production Buildings when activated |
When activated Chance of Riots -60% Duration:01:20:00Destroyed after use |
Expedition Bonus![]() |
![]() Uncommon | ||
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Makes it look like your premises are all above board. | ||
![]() Affects All Production Buildings |
Effects Maintenance Cost: -10% Chance of Fire: +20% |
![]() Uncommon | ||
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A volatile source of electric power. | ||
![]() Affects All Production Buildings |
Effects Maintenance Cost: +100% Explosion Chance: +70% Provides electricity |
Expedition Bonus![]() |
This item can provide electricity only to buildings that can normally be affected by power plants |
![]() Uncommon | ||
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Fewer fires, for little cost. | ||
![]() Affects All Production Buildings |
Effects Maintenance Cost: +5% Chance of Fire: -30% |
![]() Uncommon DLC Required
The Anarchist | ||
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The people own what they produce! They should be free to join a great queue to collect their quota! | ||
![]() Affects All Production Buildings |
Effects Productivity: -10% Maintenance Cost: -15% |
![]() Uncommon | ||
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Reduces the risk of fire. | ||
![]() Affects All Production Buildings |
Effects Chance of Fire: -30% |
![]() Uncommon | ||
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The old toll of toil. | ||
![]() Affects All Production Buildings |
Effects Maintenance Cost: +10% Workforce Needed: -20% |
![]() Uncommon | ||
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Puts out fires well. | ||
![]() Affects All Production Buildings when activated |
When activated Chance of Fire -60% Duration:01:20:00Destroyed after use |
Expedition Bonus![]() |
![]() Uncommon DLC Required
The Anarchist | ||
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Workers are enthused by the new system of written labour notes to reward their efforts. | ||
![]() Affects All Production Buildings |
Effects Maintenance Cost: +10% Workforce Needed: -20% |
![]() Rare DLC Required
The Anarchist | ||
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The people need somewhere they feel comfortable sharing ideas to help economise during production! | ||
![]() Affects All Production Buildings |
Effects Maintenance Cost: -20% |
![]() Rare | ||
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You can make everything on the cheap, and no-one has to know. | ||
![]() Affects All Production Buildings |
Effects Maintenance Cost: -25% Chance of Fire: +30% |
![]() Rare DLC Required
The Anarchist | ||
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A new and better printing machine helps distribute labour notes to workers at no maintenance cost! | ||
![]() Affects All Production Buildings |
Effects Workforce Needed: -30% |
![]() Rare | ||
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Reduces the risk of fire, and looks nice. | ||
![]() Affects All Production Buildings |
Effects Attractiveness: +2 Chance of Fire: -40% |
![]() Rare | ||
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An investment that provides your people with the ways and means to combat a blaze. | ||
![]() Affects All Production Buildings |
Effects Maintenance Cost: +10% Chance of Fire: -50% |
![]() Rare DLC Required
Sunken Treasures | ||
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This unpredictable prototype was originally built to gain an unfair advantage at steam car races. | ||
![]() Affects All Production Buildings |
Effects Productivity: +15% |
Expedition Bonus![]() Crafting Cost ![]() ![]() ![]() |
Source: crafting at Old Nate's workshop in Cape Trelawney |
![]() Rare | ||
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Very good at putting out fires. | ||
![]() Affects All Production Buildings when activated |
When activated Chance of Fire -90% Duration:02:00:00Destroyed after use |
Expedition Bonus![]() |
![]() Rare | ||
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Life-changing sums of free money! | ||
![]() Affects All Production Buildings when activated |
When activated Workforce Needed -15% Duration:02:00:00Chance of Riots -90% Destroyed after use |
Expedition Bonus![]() |
![]() Rare DLC Required
Sunken Treasures | ||
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Some say there's a tiny boy inside pulling the levers... | ||
![]() Affects All Production Buildings |
Effects Workforce Needed: -15% |
Crafting Cost![]() ![]() ![]() |
Source: crafting at Old Nate's workshop in Cape Trelawney |
![]() Rare | ||
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Once heard, cannot be unheard. | ||
![]() Affects All Production Buildings |
Effects Workforce Needed: -30% |
![]() Rare | ||
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A safe source of electric power. | ||
![]() Affects All Production Buildings |
Effects Maintenance Cost: +75% Explosion Chance: +50% Provides electricity |
Expedition Bonus![]() |
This item can provide electricity only to buildings that can normally be affected by power plants |
![]() Epic DLC Required
The Anarchist | ||
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A man with an infectious, impetuous and impassioned urge for action. | ||
![]() Affects All Production Buildings |
Effects Productivity: +25% Maintenance Cost: -20% Workforce Needed: -25% |
Expedition Bonus![]() |
![]() Epic | ||
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A worker's gift. "Just in case you have to wake us up, boss. We can be bunch of sleepyheads sometimes..." | ||
![]() Affects All Production Buildings |
Effects Maintenance Cost: -25% Workforce Needed: -50% |
![]() Epic | ||
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Feras' voice puts people in a comforting trance, letting them lead happier, more focused and productive lives. | ||
![]() Affects All Production Buildings |
Effects Productivity: +50% Maintenance Cost: -10% Workforce Needed: -10% Chance of Riots: -20% |
Expedition Bonus![]() Trait: Hypnotist |
![]() Epic | ||
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Better factory materials cost more money, but it's bound to be worth it in the end, argues Lord Fizgig. | ||
![]() Affects All Production Buildings |
Effects Maintenance Cost: +15% Chance of Fire: -70% |
![]() Epic DLC Required
Sunken Treasures | ||
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A reinforced variant, which in spite of the minor combustion risk, takes all the labour out of warehouse work. | ||
![]() Affects All Production Buildings |
Effects Productivity: +25% |
Expedition Bonus![]() Crafting Cost ![]() ![]() ![]() ![]() |
Source: crafting at Old Nate's workshop in Cape Trelawney |
![]() Epic DLC Required
The Anarchist | ||
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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. | ||
![]() Affects All Production Buildings |
Effects Maintenance Cost: -25% Workforce Needed: -40% |
![]() Epic | ||
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Reduces the risk of fire, and looks divine. | ||
![]() Affects All Production Buildings |
Effects Attractiveness: +3 Chance of Fire: -50% |
![]() Epic | ||
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Shirkers begone! The shrill cry of a new day has sounded! | ||
![]() Affects All Production Buildings |
Effects Maintenance Cost: -20% Workforce Needed: -40% |
![]() Epic | ||
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A highly-efficient and safe source of electrical power! | ||
![]() Affects All Production Buildings |
Effects Maintenance Cost: +50% Provides electricity |
Expedition Bonus![]() |
This item can provide electricity only to buildings that can normally be affected by power plants |
![]() Epic DLC Required
The Anarchist | ||
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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! | ||
![]() Affects All Production Buildings |
Effects Productivity: +25% Workforce Needed: -40% |
![]() Epic DLC Required
Sunken Treasures | ||
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Compensates for its faithfulness in performing simple human tasks by being wilfully blind. | ||
![]() Affects All Production Buildings |
Effects Workforce Needed: -30% |
Crafting Cost![]() ![]() ![]() ![]() |
Source: crafting at Old Nate's workshop in Cape Trelawney |
![]() Epic | ||
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Von Malching fought hard at the council to ensure children might also enjoy supervisory roles in factories. | ||
![]() Affects All Production Buildings |
Effects Maintenance Cost: -50% Chance of Fire: +40% |
![]() Legendary | ||
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Angela has an astonishing intellect, but it's her capacity to improvise that makes her really sparkle. | ||
![]() Affects All Production Buildings |
Effects Workforce Needed: -20% Provides electricity |
Expedition Bonus![]() ![]() Trait: Diver |
This item can provide electricity only to buildings that can normally be affected by power plants |
![]() Legendary DLC Required
Sunken Treasures | ||
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Old Nate's baby. Prone to the odd tantrum, but provides the lift everyone needs in times of logistical disconsolation. | ||
![]() Affects All Production Buildings |
Effects Productivity: +35% |
Expedition Bonus![]() Crafting Cost ![]() ![]() ![]() ![]() |
Source: crafting at Old Nate's workshop in Cape Trelawney |
![]() Legendary DLC Required
Sunken Treasures | ||
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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. | ||
![]() Affects All Production Buildings |
Effects Workforce Needed: -50% |
Crafting Cost![]() ![]() ![]() ![]() |
Source: crafting at Old Nate's workshop in Cape Trelawney |