{ "url": "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Supply_Chains_Explained", "source": "ign", "title": "Anno 117 Supply Chains Explained - Anno 117: Pax Romana Guide - IGN", "text_content": "Task Search\nChecklists\nGuides\nMarkers\nVideos\nSort and Filter\nNo Results\nChecklists\nNew Checklist\nAll Lists\nMy Checklists\nAll\nAll Lists\nMy Checklists\nHow creative can you get with your first free checklist?\nCreate a free account\nAnno 117 Supply Chains Explained\nBy\nTenkiei\n,\nJen Rothery\n,\n+2 more\nupdated\nNov 19, 2025\nSupply Chains\nare one of the most important mechanics in Anno 117: Pax Romana. They govern your ability to provide for your citizens' needs, grow your city, and defend yourself in times of war. You use\nsupply chains\nto harvest raw resources and then process them into the goods your empire needs.\nEarly game supply chains are simple, usually involving 1 raw resource and 1 processing building. But as your empire expands, your supply chain complexity grows.\nA raw resource might be needed to fuel multiple processing buildings. Alternatively, you might need to build a supply chain that spans multiple cities, as each island has different fertilities. Last but not least, some goods are only available in Latium or Albion, meaning your endgame supply chains are not only between cities, but across entire provinces!\nClick the links below to jump to:\nSetting up Supply Chains\nUsing Warehouses\nLimited Resources\nHybrid Supply Chains\nHybrid Supply Chain Example\nTrade in the Supply Chain\nSetting up Your First Supply Chains\nLet’s begin by talking about the basic supply chains with some early examples.\nYour first supply chain is usually\nTimber\nproduction. You need\nTimber\nfor most of the buildings in your city. Begin by placing a\nWoodcutter\nin a forested area, it needs\n80 trees within the radius\nfor maximum efficiency.\nThen, place down a\nSawmill\nsomewhere nearby and connect both to your\nTrading Post\nwith a road.\nAll of the goods in a supply line need to be connected. This can be directly (via roads), or indirectly such as through a\nWarehouse\n, which is covered later on in this guide. The\ngreen highlight\non your road shows the distance at which a supply chain can connect.\nPorridge\nis another supply chain you encounter early on when building a city in Latium. This entails building an\nOat farm\n, then linking it to a\nPorridge Stand\n. You need extra space around your\nOat Farm\nfor the fields, different farms require different amounts of space, but in general you want to place them towards the edge of your housing blocks.\nThen you connect the\nOat Farm\nto a\nPorridge Stand\nwhich processes your\nOats\ninto\nPorridge\nto feed your citizens! You can use the\nPorridge Stand\nas a mid-way point, bridging the gap between your\nOat Farm\nand\nTrading Post\n.\nUsing Warehouses\nNow, while you were setting up your first supply chains, you might have noticed that your network is limited by the need to connect everything to your\nTrading Post\n. This is where\nWarehouses\ncome in! You can think of them as “distribution nodes” which act as hubs for your supply chains. Since all of the goods within your\nWarehouses\nare shared between all other\nWarehouses\non the same island, you don’t need to directly connect them. Instead you can use them to create hubs and build your supply chains around that.\nIn this example, the farms are connected to a\nWarehouse\n, creating an industrial hub. In general it’s a good idea to move supply chains which fit into the following categories outside of your city center:\nBuildings like the Charcoal Burner which apply negative attributes to nearby buildings.\nFarms, Woodcutters and other buildings which require a lot of space, or natural resources like trees and open fields.\nResources that require a Mountain or River slot, these can only be built on specific locations on your island.\nIf you see an hourglass above a\nWarehouse\n, this means the surrounding buildings have placed too many requests and all of the transporters are busy. You can resolve this by building a second\nWarehouse\n, or upgrading the existing one if you have the required technology.\nUpgrade Cost\nTechnology Requirement\n250 Denarii, 25 Timber, 5 Tiles\nWarehouse Organization\n500 Denarii, 50 Timber, 15 Tiles, 5 Concrete\nWarehouse Refinement\nBuilding Radius and Effect\nSomething else to consider when building your supply chains is if the building has any effect on other structures within its radius. This effect can be positive (indicated by a green arrow pointing up), negative (indicated by a red arrow pointing down), or a mix of both (indicated by a diamond that is half red, half green.\nHere are a few examples, and how you might deal with them:\nThe\nSpinner\nprovides a +1 Income bonus to nearby houses. With the correct research, it can also add +1 Knowledge. This makes the\nSpinner\na building you want to integrate into your housing blocks.\nAlternatively, a\nCharcoal Burner\napplies a -3 Health and -3 Happiness penalty to nearby buildings. This means you want to place it far away from your housing, and if possible, away from other buildings as well.\nLast up the\nSoap Maker\napplies +1 Health -1 Happiness. Whether you place this near houses or far away depends on which attribute your city needs more.\nConsider using farms as a bit of a buffer zone, these naturally take up more space than most other buildings allowing you to efficiently space out buildings like the\nCharcoal Burner\n,\nPig Farm\nor\nDye Maker\nwhich apply significant penalties.\nLimited Resources\nSome buildings require special locations, such as a “\nRiver Slot\n” or “\nMountain Slot\n”.\nEach island has a limited number of these, meaning you want to be deliberate with your choices. This also means you have fewer options when it comes to placement. For example, if you want to build a\nClay Pit\nto begin producing\nTerra Cotta Tiles\n, you need to use one of your\nRiver Slots\n.\nWhen it comes to feeding your Plebeians, the\nBread\nsupply chain also uses a\nRiver Slot\nfor the\nMill.\nAdditionally, if you want to begin expanding your empire (or protect your shores from raiders) the\nWeaponsmith\nrequires\nIron Ore\nfrom a\nMountain Slot\n. Plan your River and Mountain slots carefully, or consider settling a larger island with a generous number of each.\nHybrid Supply chains\nIf you want to maximize limited resources like Mountain or River slots to produce multiple types of goods you can do so with a hybrid supply chain. For example, what if you want to maximize your value from a\nClay Pit\nto produce both\nTiles\nand\nAmphorae\n?\nYou can build a supply chain with a\nClay Pit\n,\nCharcoal Burner\n,\nResin Tapper\n,\nPotter\nand\nTiler\n. Remember these can either be clustered together, or distributed through the use of warehouses. This way the raw resources are consumed to produce both\nTiles\nand\nAmphorae\nefficiently.\nAnother example of a hybrid supply chain (which is a bit more complex) involves defense production. Let’s start by looking at the buildings involved and their production ratios:\nBuilding\nRequires\nTime\nProd/Min\nIron Mine\nN/A\n30s\n2t\nPig Farm\nN/A\n30s\n2t\nSalt Ponds\nN/A\n30s\n2t\nCharcoal Burner\nTrees in Radius\n30s\n2t\nFurnace\nIron Ore, Charcoal\n60s\n1t\nTannery\nPigs, Salt\n60s\n1t\nSandal Maker\nLeather\n120s\n0.5t\nWeaponsmith\nIron Ingots, Charcoal\n90s\n0.66t\nArmourer\nIron Ingots, Leather, Charcoal\n90s\n0.66t\nHybrid Supply Chain Example\nBegin by building an\nIron mine\n, this produces\n1t of Iron Ore every 30s\n.\nIn addition, produce a\nPig Farm\nand\nSalt Ponds\n, these generate\n1t of Pigs\nand\n1t of Salt every 30s\n.\nNext, create\n2 Charcoal Burners\nin wooded locations and\n2 Furnaces\nto process the ore. This is enough to fuel both the\nWeaponsmith\nand the\nArmourer\n.\nSince your\nPig Farm\nand\nSalt Ponds\nproduce\n2t/min\n, you need\n2 Tanneries\nto take advantage of these resources.\nThis covers the basic production for your hybrid supply chain, now it’s just a matter of adding the production buildings. At this point your outputs are:\n2t of Leather\n, and\n2t of Iron Ingots\nper minute.\nBuild\n2 Sandal Makers\nto consume\n1t of Leather\nand produce\n1t of Sandals\nper minute.\nThen you add\n2 Weaponsmiths\nand\n1 Armourer\n, these consume\n2T of Charcoal\n,\n2t of Iron Ingots\nand\n0.66t of Leather\nto produce\nWeapons\nand\nArmour\n.\nThis isn’t quite perfect efficiency but gets very close. As a quick recap here are all of the buildings involved in this advanced hybrid supply chain:\nPig Farm\nSalt Ponds\nIron Mine\n2x Charcoal Burner\n2x Furnace\n2x Tanneries\n2x Sandal Makers\n2x Weaponsmith\nArmourer\nThis concept isn’t only useful when maximizing limited resources from Mountain or River slots - it can also be a great way to grow your city without over-building or wasting production.\nTrade in the Supply Chain\nLast but not least,\ntrade\nis a vital part of your supply chain. Each island has different\nfertilities.\nThis means you can’t always obtain all of the goods you need to complete a supply chain on one island. In this example, the left island has Mackerel, Lavender, Grapes, Oysters and Iron. The island on the right has Resin, Olives, Flax, Iron and Gold.\nTo solve this problem, you need to set up a trade network. This can involve purchasing goods from NPCs, or founding a city on a new island. For example, a trading that route transports\nAmphorae\nand\nOlives\nfrom one city in exchange for\nMackerel\n. Using a trade route like this means you can better satisfy the needs of your population.\nTrade is a powerful tool for creating supply chains and empire management. You can create trade networks between the provinces of Latium and Albion as well. This gives you access to even more goods. Your Equites have a taste for\nCheese\n, which is exclusively produced in Albion. Meanwhile, the lush fields of Latium are suited for making\nWine\n, a valuable commodity in Albion.\nYou can swap between provinces with the buttons at the top of your map on the trade screen, or with the globe button at the west-southwest position on you mini-map.\nIf you want to learn more about\nmaking efficient supply chains, with optimized production ratios\n, check out our guide!\nUp Next:\nHall of Fame and Accolades Guide & Unlock Checklist\nPrevious\nAnno 117 Production Ratio Guide\nNext\nHall of Fame and Accolades Guide & Unlock Checklist\nTop Guide Sections\nAnno 117 Campaign Mission Checklist\nAnno 117 Production Ratio Guide\nAnno 117 Supply Chains Explained\nHall of Fame and Accolades Guide & Unlock Checklist\nWas this guide helpful?\nLeave feedback\nIn This Guide\nAnno 117: Pax Romana\nUbisoft\nNov 13, 2025\nLearn more\nGo to comments", "tables": [ [ [ "Upgrade Cost", "Technology Requirement" ], [ "250 Denarii, 25 Timber, 5 Tiles", "Warehouse Organization" ], [ "500 Denarii, 50 Timber, 15 Tiles, 5 Concrete", "Warehouse Refinement" ] ], [ [ "Building", "Requires", "Time", "Prod/Min" ], [ "Iron Mine", "N/A", "30s", "2t" ], [ "Pig Farm", "N/A", "30s", "2t" ], [ "Salt Ponds", "N/A", "30s", "2t" ], [ "Charcoal Burner", "Trees in Radius", "30s", "2t" ], [ "Furnace", "Iron Ore, Charcoal", "60s", "1t" ], [ "Tannery", "Pigs, Salt", "60s", "1t" ], [ "Sandal Maker", "Leather", "120s", "0.5t" ], [ "Weaponsmith", "Iron Ingots, Charcoal", "90s", "0.66t" ], [ "Armourer", "Iron Ingots, Leather, Charcoal", "90s", "0.66t" ] ] ], "images": [], "all_images": [ { "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", "alt": "Checklist Creation" }, { "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", "alt": "Production Ratios Explained - an117img0.jpg" }, { "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", "alt": "Woodcutter Radius - a117img1.jpg" }, { "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", "alt": "Woodcutter and Sawmill Connected to Trading Post - a117img2.jpg" }, { "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", "alt": "Oat Farm with Fields - a117img3.jpg" }, { "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", "alt": "Linking an Oat Farm with a Porridge Stand - a117img4.jpg" }, { "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", "alt": "Warehouse as a Trade Hub -an117img5.jpg" }, { "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", "alt": "Busy Warehouse vs Upgraded Warehouse - an117img.jpg" }, { "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", "alt": "Radius Effects of Buildings - an117img.jpg" }, { "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", "alt": "River Slot, Clay Pit - a117img6.jpg" }, { "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", "alt": "Hybrid Tile and Amphorae Processing - an117img3.jpg" }, { "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", "alt": "Islands With Different Fertilities - a117img8.jpg" }, { "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", "alt": "Trade Route Example - an117img9.jpg" }, { "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", "alt": "Anno 117: Pax Romana" }, { "src": "https://kraken.ignimgs.com/_next/static/media/ESRBT.0593cb89.svg", "alt": "ESRB: Teen" }, { "src": "https://kraken.ignimgs.com/_next/static/media/PCPlatform.661d13cd.svg", "alt": "PC" }, { "src": "https://kraken.ignimgs.com/_next/static/media/PS5.54c85761.svg", "alt": "PlayStation 5" }, { "src": "https://kraken.ignimgs.com/_next/static/media/XboxSeries.57f4ee4a.svg", "alt": "Xbox Series X|S" } ], "discovered_links": [ "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Supply_Chains_Explained", "https://www.ign.com/wikis/anno-117-pax-romana/topcontributors", "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Production_Ratio_Guide", "https://www.ign.com/wikis/anno-117-pax-romana/Hall_of_Fame_and_Accolades_Guide_%26_Unlock_Checklist", "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Campaign_Mission_Checklist" ], "full_html_length": 246025 }