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anno-117-docs/docs/production-chains/_index.md
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Production Chains

Production chains define how raw materials are processed into finished goods.

Guides

Chains

Basic Chains (Tier I)

Intermediate Chains (Tier II)

Hybrid Chains (Advanced)

Understanding Ratios

Production chains work best when buildings are matched by their cycle times:

  • Same cycle time: 1:1 ratio (e.g., Woodcutter 30s : Sawmill 30s)
  • Different cycle times: Calculate based on output/input rates
  • Bottlenecks: Usually at raw material gathering or logistics

Limited Resources

Some buildings require special slots:

  • River Slots: Clay Pit, Mill
  • Mountain Slots: Iron Mine

Plan slot usage carefully - each island has limited availability.

Using Warehouses

Warehouses act as distribution hubs:

  • All goods are shared between Warehouses on the same island
  • Move space-intensive or negative-effect buildings outside city center
  • Upgrade Warehouses when you see hourglass icons (transporters busy)
Upgrade Cost Technology
Level 2 250 Denarii, 25 Timber, 5 Tiles Warehouse Organization
Level 3 500 Denarii, 50 Timber, 15 Tiles, 5 Concrete Warehouse Refinement

Building Effects

Buildings can affect nearby structures:

  • Positive (green arrow): Spinner (+1 Income, +1 Knowledge with research)
  • Negative (red arrow): Charcoal Burner (-3 Health, -3 Happiness)
  • Mixed (half diamond): Soap Maker (+1 Health, -1 Happiness)

Tip: Use farms as buffer zones to distance negative-effect buildings.

Trade and Fertilities

Islands have different fertilities - not all goods can be produced everywhere:

  • Set up trade routes between cities
  • Trade across provinces (Latium <-> Albion)
  • Province exclusives: Wine (Latium), Cheese (Albion)

Common Issues

  1. Transport delays: Long distances between buildings reduce effective throughput
  2. Storage overflow: Downstream buildings can't keep up
  3. Resource starvation: Upstream buildings can't supply enough
  4. Warehouse congestion: Too many requests for available transporters