Anno 1800

Anno 1800

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Production Chains - The Simple Guide
By Cookiesaurus
Hi guys!

We're here to answer some of the biggest questions laying around in this game:
What does a full production chain looks like?
How many buildings (& which) do I need to create to make this friggin' item??
How many people does this building can sustain???

This guide will involve a very simple answer as well as more detailed answers for this.
Please enjoy yourselves and if you liked it, don't forget to rate! :)

I gathered this information from my own experience playing out this game through Betas and some gap filling I did online.
Please let me know in the comments if I missed anything or how I can improve this guide, thank you! :)
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Read Before -- Basic Guidelines
TL;DR
For each building:
First 2 sections - detailed stuff and numbers.
100% Efficiency per minute:
The Chain:

Last 2 sections - probably what you're interested in.
Supports: (per building)
But I only want 1 Factory!:

Have a beer

What you will find in this guide:


Production Chains


Building Name
- Well, it's a name, feel free to Ctrl+F your way around


100% Efficiency per minute: PICTURES! :D

And also - 100% efficiency with 0% resource wastage, meaning - what to build so you produce at least 1 of your final product per minute. Usually the final product factories produce 0.5/0.667 making this raise the count for the whole production chain buildings number.


The Chain: NO PICTURES! :D

Same as above, more detailed on the amount of Input/Output of the production chains per building.


Supports: The great mystery unveiled! For ONE building - how much manpower it supports, I.E Fishery supports 800 Farmers/Workers


But I only want 1 Factory!: As I've written before, the factory numbers might reach ridiculous numbers, for all of us simple folk, this is usually what we need!

Population Tier Requirements

The Basic and Luxury needs for each population tier, how much happiness/income/population increase comes with each need fulfilled

What you won't find in this guide YET!:

Anything related to attractiveness, Money costs, Upkeep, Material Cost, amount of manpower required for each building.
Population Sustainability Ratio
Here I explain the math behind understanding how many people of each tier your building can support.

Tier A : Tier B (A consumption rate : B consumption rate) *B in comparison to A.

Farmer : Worker (1 : 1)
Worker : Artisan (1 : 1.25)
Artisan : Engineer (1 : 1.33)
Engineer : Investor (1: 1.4)

Let's make a few examples.

Sausages support 1000 Workers OR 750 Artisans
So either 1000 Workers OR 750 Artisans is 100% (But not both)

So this is your equation:

.. A ............ A in % ............ B ............. B in %
------- ......... --------- ......... ------- ......... ----------
A max ........ 100% ........ B max ........ 100%

The math looks like this:
- You define a workforce number, for example 600 Workers (A = 600, A max = 1000)
600*100/1000 = 60%
(A*100%/A max = A in %)

This means, out of 100% : 600 Workers take 60% of your workforce sustainability for the building.

- To figure out how many Artisans it supports
(100-60)*750/100 = 300
((100%-A in %)*B max/100% = B)

So one Bread factory can sustain 600 Workers (60% out of 1000) AND 300 Artisans (40% out of 750).

Another example
Canned food supports 1950 Artisans OR 1300 Engineers
We will do this the other way around now (Through B - Engineers)

Say I have 940 Engineers:
940*100/1300=72.3%
(B*100%/B max = B in %)

Artisans:
(100-72.3)*1950/100 = 540
((100%-B in %)*A max/100% = A)

So one Canned Food factory can sustain 940 Engineers (72.3% out of 1300) AND 540 Artisans (27.7% out of 1950)

Hope this helped you out.
- - - Old World - - -
1.Farmers
Still no hurting piggies.






Timber
100% Efficiency per minute: (1 1 )
The Chain: 1 Lumberjack's hut --> 1 Sawmill (Input 4 Wood, Output 4 Timber/min)
Supports: N/A


Fish
100% Efficiency per minute: (1 )
The Chain: 1 Fishery (No Input, Output 2 Fish/min)
Supports: 800 Farmers & Workers


Schnapps
100% Efficiency per minute: (1 1 )
The Chain: 1 Potato Farm --> 1 Schnapps Distillery (Input 2 Potatoes, Output 2 Schnapps/min)
Supports: 600 Farmers & Workers


Work Clothes
100% Efficiency per minute: (1 1 )
The Chain: 1 Sheep Farm --> 1 Framework Knitters (Input 2 Wool, Output 2 Work Clothes/min)
Supports: 650 Farmers & Workers

2.Workers
Absolutely massacaring piggies.






Bricks
100% Efficiency per minute: (1 2 )
The Chain: 1 Claypit --> 2 Brick Factories (Input 1 Clay, Output 1 Brick/min)
Supports: N/A


Sausages
100% Efficiency per minute: (1 1 )
The Chain: 1 Pig Farm --> 1 Slaughterhouse (Input 1 Pig, Output 1 Sausage/min)
Supports: 1000 Workers OR 750 Artisans (25% less)


Sails
100% Efficiency per minute: (1 1 )
The Chain: 1 Sheep Farm --> 1 Sailmakers (Input 2 Wool, Output 2 Sails/min)
Supports: N/A


Bread
(This is where things start to become messy)
100% Efficiency per minute: (2 1 2 )
The Chain: 2 Grain Farm --> 1 Flour Mill (Input 2 Grain, Output 2 Flour/min)
1 Flour Mill --> 2 Bakery (Input 1 Flour, Output 1 Bread/min)
Supports: 1100 Workers OR 825 Artisans (Again 25% less, just take this as a rule of thumb)


Soap
100% Efficiency per minute: (2 2 1 )
The Chain: 2 Pig Farms --> 2 Rendering Works (Input 1 Pig, Output 1 Tallow/min)
2 Rendering Works --> 1 Soap Factory (Input 2 Tallow, Output 2 Soap/min)
Supports: 4800 Workers OR 3600 Artisans


Steel Beams
100% Efficiency per minute: (1 (2 / 2 ) 2 3 )
The Chain: 1 Iron Mine + 2 Charcoal Kiln/Coal --> 2 Furnaces (Input 2 Iron + 2 Coal, Output 2 Steel/min)
2 Furnaces --> 3 Steelwork (Input 1.3 Steel, Output 1.3 Steel beams/min)
Supports: N/A
But I only want 1 Factory!: 1 Iron, 1Charcoal/Coal, 1 Furnace, 1 Steelwork


Weapons
100% Efficiency per minute: (1 (2 / 2 ) 2 6 )
The Chain: 1 Iron Mine + 2 Charcoal Kiln/Coal --> 2 Furnaces (Input 2 Iron + 2 Coal, Output 2 Steel/min)
2 Furnaces --> 6 Weapon Factory (Input 0.667 Steel, Output 0.667 Weapon/min)
Supports: N/A
But I only want 1 Factory!: 1 Iron, 1Charcoal/Coal, 1 Furnace, 1 Weapon

Wait...? 6??
See the tip below and the note at 'Artisans' or read the Guidelines!
Tip: 1 Steelworks + 1 Weapon Factory use 2 Steel per min, This means 1 Furnace is enough for both factories (Input 2 Steel, Output 1.3 Steel beam + 0.667 Weapon/min)


Beer
100% Efficiency per minute: (2 1 3 2 )
The Chain: 2 Grain Farm --> 1 Malthouse (Input 2 grain, Output 2 Malt/min)
1 Malthouse + 3 Hop Farms --> 2 Breweries (Input 1 Malt + 1 Hop, Output 1 Beer)
Hop Farm explanation: 1 Hop farm - 0.667 hop/min, 3 Hop Farms - 2 hop/min (Supports 2 breweries)
Supports: Old World: 1300 Workers OR 975 Artisans, New World: 750 Oberos
3.Artisans
Please note that building numbers start to turn freakishly high, the reason:
Production type buildings produce at lower rates per min, and the 100% efficiency is without resource piling up at your storage. I won't continue to explain the math as we go further since it becomes tedious, so I added a "I only want 1 Factory!" section.


Windows
100% Efficiency per minute: ( 2 2 1 4 )
The Chain: 2 Sand Mine --> 2 Glass Makers (Input 2 Quartz Sand, Output 2 Glass/min)
2 Glass Makers + 1 Lumberjack's Hut --> 4 Window Makers (Input 1 Glass+ 1 Wood, Output 1 Window/min)
Supports: N/A
But I only want 1 Factory!: 1 Lumberjack, 1 Sand, 1 Glassmakers, 1 Window (even 2)


Canned Food
100% Efficiency per minute: (8 8 8 1 6 )
The Chain: 8 Cattle Farm + 8 Red Pepper Farm --> 8 Artisanal Kitchens (Input 0.5 Beef + 0.5 Red Pepper, Output 0.5 Goulash/min)
8 Artisinal Kitches + 1 Iron Mines --> 6 Canneries (Input 0.667 Iron + 0.667 Goulash, Output 0.667 Canned Food/min)
Supports: Supports 1950 Artisans OR 1300 Engineers (PER factory) (33% LESS)
But I only want 1 Factory!: 2 Pepper, 2 Cattle, 2 Kitchens, 1 Iron, 1 Can Factory


Sewing Machines
100% Efficiency per minute: (1 (2 / 2 ) 2 1 2 )
The Chain: 1 Iron Mine + 2 Charcoal Kiln/Coal Mine --> 2 Furnaces (Input 2 Iron + 2 Charcoal/Coal, Output 2 Steel/min)
2 Furnaces + 1 Lumberjack's Hut --> 2 Sewing Machine Factory (Input 2 Iron + 2 Wood, Output 2 Sewing Machines/min)
Supports: Old World: 2100 Artisans OR 1400 Engineers (33% LESS), New World: 1600 Oberos
But I only want 1 Factory!: 1 Iron, 1 Charcoal/Coal, 1 Furnace, 1 Lumberjack, 1 Sewing Factory


Fur Coats
100% Efficiency per minute: (2 , 1 2 1 )
The Chain: 2 Cotton Plantations --> 1 Cotton Mill (Input 2 Cotton, Output 2 Fabric/min)
1 Cotton Mill + 2 Hunting Cabins --> 1 Fur Dealer (Input 2 Fur + 2 Fabric, Output 2 Coats/min)
Supports: 2250 Artisans OR 1500 Engineers
But I only want 1 Factory!: See above :)
4.Engineers
Trust me, I'm an Engineer!
Welcome to the big boys league.





Reinforced Concrete
100% Efficiency per minute: (1 (2 / 2 ) 2 2 4 )
The Chain: 1 Iron Mine + 2 Charcoal Kiln/Coal Mine --> 2 Furnaces (Input 2 Iron + 2 Charcoal/Coal, Output 2 Steel/min)
2 Furnaces + 2 Limestone Quarries --> 4 Concrete Factories (Input 1 Steel + 1 Concrete, Output 1 Reinforced Concrete)
Supports: N/A
But I only want 1 Factory!: 1 Iron, 1 Charcoal/Coal, 1 Furnace, 1 Limestone, 1 Concrete Factory (Can even do 2 if you have the manpower)


Glasses
100% Efficiency per minute: (1 1 2 1 1 3 )
The Chain: 1 Zinc Mine + 1 Copper Mine --> 2 Brass Smelteries (Input 1 Zinc + 1 Copper, Output 1 Brass/min)
1 Sand Mine --> 1 Glassmakers (Input 2 Quartz Sand, Output 2 Glass/min)
2 Brass Smelteries + 1 Glassmakers --> 3 Spectacle Factories (Input 0.667 Brass + 0.667 Glass, Output 0.667 Spectacle/min)
Supports: 3000 Engineers OR 1875 Investors (Around 40% LESS)
But I only want 1 Factory!: 1 Zinc, 1 Copper, 1 Brass, 1 Sand, 1 Glassmakers, 1 Spectacle


Cringe now.
Advanced Weapons
100% Efficiency per minute: 4 4 8 4 1 (2 / 2 ) 2 8 )
The Chain: 4 Pig Farm --> 4 Rendering Works (Input 1 Piggy, Output 1 Tallow/min :( )
8 Saltpeter Works + 4 Rendering Works --> 4 Dynamite Factory (Input 1 Saltpeter+ 1 Tallow, Out put 1 Dynamite/min)
1 Iron Mine + 2 Charcoal Kiln/Coal Mine --> 2 Furnaces (Input 2 Iron + 2 Charcoal/Coal, Output 2 Steel/min)
4 Dynamite Factory + 2 Furnaces --> 8 Heavy Weapons Factories (Input 0.5 Dynamite + 0.5 Steel, Output 0.5 Advanced Weapon/min)
Supports: N/A
But I only want 1 Factory!: 1 Pig Farm, 1 Rendering, 2 Saltpeter Works, 1 Dynamite Factory, 1 Iron, 1 Charcoal/Coal, 1 Furnace, 1 Heavy Weapons Factory


Steam Motors
100% Efficiency per minute: (1 (2 / 2 ) 2 2 2 4 6 )
The Chain: 1 Iron Mine + 2 Charcoal Kiln/Coal Mine --> 2 Furnaces (Input 2 Iron + 2 Charcoal/Coal, Output 2 Steel/min)
2 Zinc Mine + 2 Copper Mine --> 4 Brass Smelteries (Input 1 Zinc + 1 Copper, Output 1 Brass/min)
2 Furnaces + 4 Brass Smelteries --> 6 Motor Assembly Lines (Input 0.667 Brass + 0.667 Steel, Output 0.667 Steam Motors/min)
Supports: N/A
But I only want 1 Factory!: 1 Iron, 1 Charcoal/Coal, 1 Furnace, 1 Zinc, 1 Copper, 1 Brass, 1 Motor Assembly Line

High Wheelers
100% Efficiency per minute: (1 (2 / 2 ) 2 4 2 )
The Chain: 1 Iron Mine + 2 Charcoal Kiln/Coal Mine --> 2 Furnaces (Input 2 Iron + 2 Charcoal/Coal, Output 2 Steel/min)
2 Furnaces + 4 Caoutchouc Plantations --> 2 Bicycle Factories (Input 2 Steel + 2 Caoutchouc, Output 2 Bicycle/min)
Supports: 3200 Engineers OR 2000 Investors
But I only want 1 Factory!: 1 Iron, 1 Charcoal/Coal, 1 Furnace, 2 Caoutchouc, 1 Bicycle Factory

Pocket Watches
100% Efficiency per minute: (5 (1 / 1 ) 2 1 1 3 )
The Chain: 5 Gold Mines + 1 Charcoal Kiln/Coal Mine --> 2 Goldsmiths (Input 1 Gold + 1 Coal/Charcoal, Output 1 Gold Bar/min)
1 Sand Mine --> 1 Glassmakers (Input 2 Quartz Sand, Output 2 Glass/min)
2 Goldsmiths + 1 Glassmakers --> 3 Clockmakers (Input 0.667 Gold + 0.667 Glass, Output 0.667 Pocket Watch)
Supports: 3400 Engineers OR 2125 Investors
But I only want 1 Factory!: 3 Gold, 1 Charcoal/Coal, 1 Goldsmith, 1 Sand, 1 Glass, 1 Clockmaker


Light Bulb
100% Efficiency per minute: ((1 / 1 ) 2 1 1 2 )
The Chain: 1 Charcoal Kiln/ 1 Coal --> 2 Filament Factories (Input 1 Charcoal/Coal, Output 1 Filament/min)
1 Sand Mine --> 1 Glassmakers (Input 2 Quartz Sand, Output 2 Glass/min)
2 Filament Factories + 1 Glassmakers --> 2 Light Bulb Factories (Input 1 Glass + 1 Filament, Output 1 Light Bulb/min)
Supports: 3200 Engineers OR 2000 Investors
But I only want 1 Factory!: 1 Charcoal/Coal, 1 Filament, 1 Sand, 1 Glassmakers, 1 Light Bulb
5.Investors
Never gonna give you up






Champagne
100% Efficiency per minute: (1 1 4 1)
The Chain: 1 Sand Mine --> 1 Glassmakers (Input 2 Quartz Sand, Output 2 Glass/min)
4 Vineyard + 1 Glassmakers --> 1 Champagne Cellar (Input 2 Grapes + 2 Glass, Output 2 Champagne/min)
Supports: 4250 Investors
But I only want 1 Factory!: Above!


Jewelry
100% Efficiency per minute: (5 (1 / 1 ) 2 3 1 )
The Chain: 5 Gold Mine + 1 Charcoal Kiln/Coal Mine --> 2 Goldsmiths (Input 1 Gold + 1 Charcoal/Coal, Output 1 Gold Bar/min)
2 Goldsmiths + 3 Pearl Farm --> 1 Jewellers (Input 2 Gold Bar + 2 Pearl, Output 2 Jewelery/min)
Supports: 9500 Investors
But I only want 1 Factory!: Above!


Gramophone
100% Efficiency per minute: (1 4 2 2 4 4 )
The Chain: 1 Lumberjack --> 4 Marquetry Workshop (Input 1 Wood, Output 1 Wood Veneers/min)
2 Zinc Mine + 2 Copper Mine --> 4 Brass Smeltery (Input 1 Zinc + 1 Copper, Output 1 Brass/min)
4 Marquetry + 4 Brass Smeltery --> 8 Gramophone Factory (Input 0.5 Veneer + 0.5 Brass, Output 0.5 Gramophone/min)
Supports: 38000 Investors
But I only want 1 Factory!: 1 Lumberjack, 1 Marquetry, 1 Zinc, 1 Copper, 1 Brass, 1 Gramophone (Only 0.5/min)
VERIFICATION REQUIRED, SUPPORT INFO REQUIRED


Steam Carriages
100% Efficiency per minute: (1 (1 / 1 ) 2 2 2 4 3 1 4 8 2 )
The Chain: 1 Iron Mine + 1 Charcoal Kiln/Coal Mine --> 2 Furnace (Input 2 Iron + 2 Charcoal/Coal, Output 2 Steel/min)
2 Zinc Mine + 2 Copper Mine --> 4 Brass Smeltery (Input 1 Zinc + 1 Copper, Output 1 Brass/min)
2 Furnace + 4 Brass Smeltery --> 3 Motor Assembly Line (Input 0.667 Steel + 0.667 Brass, Output 0.667 Steam Motor/min)
1 Lumberjack + 4 Caoutchouc Plantation --> 8 Coachmakers (Input 0.5 Wood + 0.5 Caoutchouc, Output 0.5 Chasis/min)
3 Motor Assembly Line + 8 Coachmakers --> 2 Cab Assembly Line (Input 0.667 Steam Motor + 0.667 Chasis, Output 0.667 Steam Carriage/min)
Supports: 30000 Investors
But I only want 1 Factory!: 1 Iron Mine, 1 Charcoal/Coal, 1 Furnace, 1 Zinc, 1 Copper, 1 Brass, 1 Lumberjack, 1 Caoutchouc, 2 Coachmakers, 1 Cab Assembly Line
VERIFICATION REQUIRED, SUPPORT INFO REQUIRED
- - - New World - - -
1.Jornaleros
Hola Amigos
(Jornaleros basically means laborers)












Timber
100% Efficiency per minute: (1 1 )
The Chain: 1 Lumberjack's Hut --> Sawmill (Input 4 Wood, Output 4 Timber/min)
Supports: N/A


Fried Plantation
100% Efficiency per minute: (1 1 1 )
The Chain: 1 Banana Plantations + 1 Fish Oil Factory --> Fried Plantation Kitchen (Input 2 Banana + 2 Fish Oil, Output 2 Fried Bananas(?)/min)
Supports: 700 Jornaleros/Obreros


Sails
100% Efficiency per minute: (2 1 1 )
The Chain: 2 Cotton Plantation --> 1 Cotton Mill (Input 2 Cotton, Output 2 Fabric/min)
1 Cotton Mill --> 1 Sailmakers (Input 2 Fabric, Output 2 Sails/min)
Supports: N/A


Rum !
100% Efficiency per minute: (2 1 2 )
The Chain: 2 Sugar Cane Plantation + 1 Lumberjack --> 2 Rum Distillery (Input 2 Sugar Canes + 2 Wood, Output 2 Rum/min)
Supports: Old World: 1050 Artisans OR 700 Engineers, New World: 1400 Jornaleros/Obreros
But I only want 1 Factory!: 1 Sugar Cane, 1 Lumberjack, 1 Rum


Poncho
100% Efficiency per minute: (1 1 )
The Chain: 1 Alpaca Farm --> 1 Poncho Darner (Input 2 Alpaca Wool, Output 2 Ponchos/min)
Supports: 800 Jornaleros/Obreros
2.Obreros
And Obreros is workers
The more you know












Bricks
100% Efficiency per minute: (1 2 )
The Chain: 1 Clay Pit --> 2 Brick Factories (Input 1 Clay, Output 1 Brick/min)
Supports: N/A
But I only want 1 Factory!: YA DON'T


Tortillas
100% Efficiency per minute: (2 2 1 )
The Chain: 2 Cattle Farms + 2 Corn Farms --> 1 Tortilla Maker (Input 2 Beef + 2 Corn, Output 2 Tortillas/min)
Supports: 1400 Obreros


Coffee
100% Efficiency per minute: (2 1 )
The Chain: 2 Coffee Plantations --> 1 Coffee Roaster (Input 2 Coffee Beans, Output 2 Coffee/min)
Supports: Old World: 1700 Engineers OR 1050 Investors, New World: 3400 Obreros


Bowler Hats
100% Efficiency per minute: (1 1 2 1 1)
The Chain: 1 Alpaca Farm --> 1 Felt Producer (Input 2 Alpaca Wool, Output 2 Felt/min)
2 Cotton Plantations --> 1 Cotton Mill (Input 2 Cotton, Output 2 Fabric/min)
1 Felt Producer + 1 Cotton Mill --> 1 Bombin Weaver (Input 2 Felt + 2 Fabric, Output 2 Bowler Hats/min)
Supports: 1500 Obreros

Mentlegen


Cigars
100% Efficiency per minute: (1 4 8 2 )
The Chain: 1 Lumberjack --> 4 Marquetry Workshops (Input 1 Wood, Output 1 Veneer/min)
4 Marquetry + 8 Tobacco Farm --> 2 Cigar Factories (Input 2 Veneer + 2 Tobacco Leaves, Output 2 Cigars/min)
Supports: Old World: 4500 Investors, New World: 3600 Obreros
But I only want 1 Factory!: 1 Lumberjack, 2 Marquetry, 4 Tobacco, 1 Cigar Factory


Chocolate
100% Efficiency per minute: (1 1 2 1 )
The Chain: 1 Sugar Cane Plantation --> 1 Sugar Refinery (Input 2 Sugar Cane, Output 2 Sugar/min)
1 Sugar Refinery + 2 Cocoa Plantations --> 1 Chocolate Factory (Input 2 Sugar + 2 Cocoa, Output 2 Chocolate/min)
Supports: Old World: 1750 Investors, New World: 1500 Obreros
Population Tier Requirements - Plan Ahead!
Work In Progress!!

Farmers
Basic Needs
Need
Population Increase
Happiness
Income Increase
Market
+5
-
-
Fish
+3
-
+1
Work Clothes
+2
-
+3
Luxury Needs
Need
Population Increase
Happiness
Income Increase
Schnapps
-
+8
+3
Pub
-
+12
+1


Workers
Basic Needs
Need
Population Increase
Happiness
Income Increase
Market
+5
-
-
Fish
+3
-
+2
Work Clothes
+2
-
+7
Sausages
+3
-
+4
Bread
+3
-
+4
Soap
+2
-
+4
School
+2
-
-
Luxury Needs
Need
Population Increase
Happiness
Income Increase
Schnapps
-
+4
+7
Pub
-
+6
+3
Church
-
+7
-
Beer
-
+3
+11


Artisans
Basic Needs
Need
Population Increase
Happiness
Income Increase
Sausages
+6
-
+13
Bread
+6
-
+13
Soap
+4
-
+13
School
+4
-
-
- Canned Food
+4
-
+7
- Sewing Machine
+2
-
+13
- Fur Coats
+2
-
+20
- University
-
-
-
Luxury Needs
Need
Population Increase
Happiness
Income Increase
Church
-
+7
-
Beer
-
+3
+34
- Variety Theatre
-
+6
+7
- Rum
-
+4
+17

Population Tier Requirements - Pt.2

Engineers
Basic Needs
Need
Population Increase
Happiness
Income Increase
- Canned Food
-
-
-
- Sewing Machine
-
-
-
- Fur Coats
-
-
-
- University
-
-
-
Glasses
-
-
-
Electricity
-
-
-
- Coffee
-
-
-
- Light Bulbs
-
-
-
Luxury Needs
Need
Population Increase
Happiness
Income Increase
- Variety Theatre
-
-
-
- Rum
-
-
-
- High Wheelers
-
-
-
- Pocket Watch
-
-
-
- Bank
-
-
-


Investors
Basic Needs
Need
Population Increase
Happiness
Income Increase
Glasses
-
-
-
Electricity
-
-
-
- Coffee
-
-
-
- Light Bulbs
-
-
-
- Champagne
-
-
-
- Cigars
-
-
-
- Chocolate
-
-
-
- Steam Carriages
-
-
-
Luxury Needs
Need
Population Increase
Happiness
Income Increase
- High Wheelers
-
-
-
- Pocket Watch
-
-
-
- Bank
-
-
-
- Club House
-
-
-
Jewelry
-
-
-
- Gramophones
-
-
-
Population Tier Requirements - Pt.3

Jornaleros
Basic Needs
Need
Population Increase
Happiness
Income Increase
- Market
+5
-
-
- Fried Plantation
+3
-
+3
- Poncho
+2
-
+3
Luxury Needs
Need
Population Increase
Happiness
Income Increase
- Rum
-
+6
+3
- Chapel
-
+14
-


Obreros
Basic Needs
Need
Population Increase
Happiness
Income Increase
- Market
+5
-
-
- Fried Plantation
+3
-
+6
- Poncho
+2
-
+6
- Tortillas
+4
-
+2
- Coffee
+2
-
+2
- Bowler Hats
+2
-
+2
- Sewing Machine
-
-
-
Luxury Needs
Need
Population Increase
Happiness
Income Increase
- Rum
-
+3
+6
- Chapel
-
+7
-
- Boxing Arena
-
+4
+2
- Beer
-
+4
+7
- Cigars
-
-
-
Last Words
This guide will be further updated and customized.
What I plan to update:
1. A 'Plan Ahead' section with all Needs and Happiness products for each resident tier
2. A detailed chart of each building with: Cost, Attractiveness and Manpower Requirements
(Maybe Input/Output per min?)
3. A calculator that you will insert population quantities and get exactly how many and which buildings you need!

Go ahead and let me know if you want anything else? Maybe a new guide?



Please let me know what else I can help with or how I can further improve this.

Thank you for reading, if you find this helpful, please rate & favorite so others can enjoy it too!
44 Comments
Rosefall 31 Mar @ 2:10am 
Coal equations are wrong with the mines. 2 charcoal == 1 coal mine.
Lance293 22 Oct, 2023 @ 6:29am 
@V4D4RS F1ST
The easiest way to figure out how much to ship in is to set up the route, let it run until the ship makes a few deliveries, go to item storage and look up the trades. The interval between trades is the travel time. Once you have that you just multiply by the ton/minute demand to determine how much you need to bring in.
I.E: My island wants 3 Rum per minute and it takes 20 minutes for it to come from the New World. That means each trip needs to bring 60 Rum so the island doesn't run out.
VinceP1974 4 Jul, 2023 @ 6:51am 
Thanks for the guide!
V4D4RS F1ST 97 3 Jul, 2023 @ 2:56am 
not trade routes, but charters. connection between new and old worlds. Those are really hard to calculate because i haven't figured out how long the trips make. so far i find that i should be producing enough of a given material, but the charter is too slow to transport it and is creating a slowdown.

This is important mainly because charters cost influence. the more charters it takes the less influence you have for military or expansion related tasks.
flameshroud 2 Jul, 2023 @ 9:21am 
depends on the distance :/
V4D4RS F1ST 97 2 Jul, 2023 @ 7:25am 
As an extra note you should list how many charters it takes to move supplies for production lines that cross new world and old world productions. The one issue i've been having is figuring out how many charters are needed to = your production outlook.
V4D4RS F1ST 97 2 Jul, 2023 @ 5:09am 
Been following this chart. Hasn't been wrong yet and i've been estimating based on this and building VERY aggressively. So far, it has paid off very well!
coco 1 Apr, 2023 @ 6:11am 
Thanks a lot super useful constant reference simple and clear
great job thanks again for sharing
nereksnadu the Rakusan 11 Mar, 2023 @ 3:41am 
great guide, would be great if it is updated with more of the DLC regions and their production chains. embesa has been a pain for me
PappaG 8 Feb, 2023 @ 12:43pm 
This is a great guide to help with production chains. I've put in about 230 hours and only saw it after about 190 and once I found this guide my cities took off. I do have a question with the math that you have under "Population Sustainability Ratio." I'm a little confused by the math towards how I would utilize that with my production chain. So for example,I have 8 coffee producers, an estimated 2600 engineers and 1700 investors. 1 coffee supports 1700 engineers and 1050 investors, so how would I do the math to see how much this would support? Thank you in advance!