Anno 117 production chains run at a perfect ratio when every building in the chain finishes its goods at the same combined speed: one Woodcutter (30 seconds) feeds one Sawmill (30 seconds), while three Garum Works (90 seconds each) need two Mackerel shacks and one Salt Ponds. Below are the ratios for 37 goods across Latium and Albion, checked against the build times in the anno.land database, followed by the layout rules Ubisoft itself gives for placing houses, workshops and charcoal burners.
All ratios assume no production buffs. Specialists, patron gods and Discovery Tree research all change the timings, so treat these as a starting point and recheck a chain after you add a buff. Checked October 31, 2026, on the live version (Patch 2.1, before Update 3.0 lands on November 5).
Table of Contents
Quick answer
- The rule: divide each building’s cycle time by how many of it you build; when every step comes out the same, the chain is perfect. Longer cycle times mean you need more of that building.
- Easiest 1:1 chains: Timber (Woodcutter + Sawmill), Porridge (Oat Farm + Porridge Stand), Tunics (Hemp Farm + Spinner).
- Most-used Plebeian ratios: Garum 2 Scomber’s Shacks + 1 Salt Ponds to 3 Garum Works; Bread 2 Wheat Farms + 1 Grain Mill + 1 Charcoal Burner to 2 Bakeries.
- Layout basics from Ubisoft: every building needs a road to your Trading Post, production needs a Warehouse in range, Spinners belong inside housing (+1 income to everything nearby), and Charcoal Burners go far from homes (they cut health and fire safety).
- Albion: no residences on marshland, and each marsh building has a single road connection point. Marsh Drainage research turns marsh into buildable land.
- Coming November 5: Update 3.0 adds Stamps for saving and sharing layouts, and raises goods consumption in new saves.
How Anno 117 production ratios work
Each production building takes a fixed time to make one ton of its good. Ubisoft’s own demo guide uses Timber as the example: a Woodcutter makes Wood every 30 seconds and a Sawmill turns it into Timber in 30 seconds, so one of each is a perfect pair. The same post explains the uneven case: a Barley Farm harvests every 60 seconds but a Malthouse needs only 30, so one Malthouse can serve two Barley Farms.
Gamepressure’s guide walks through Garum the same way: Salt Ponds take 30 seconds, a Scomber’s Shack 60 and the Garum Works 90, so 1 Salt Ponds, 2 Shacks and 3 Garum Works each deliver one ton every 30 seconds. You can see any good’s full chain in-game by clicking its icon in the bottom bar.
Charcoal works a little differently from the main inputs. Bakeries, Potters, Tilers, Furnaces, Renderers and most smithies are marked as “requires charcoal” in the building data, and the guide tables below count one Charcoal Burner (30 seconds) for every two of those buildings that run on a 60-second cycle.
Anno 117 Latium production chains and ratios
The ratios come from GamesRadar+ (November 18, 2025) and Destructoid (November 13, 2025), which agree on every Latium chain. We checked each against the cycle times listed in the anno.land building database (shown in brackets) and they add up.
| Good | Unlocks with | Perfect chain (cycle time) |
|---|---|---|
| Timber | Liberti | 1 Woodcutter (0:30) to 1 Sawmill (0:30) |
| Porridge | Liberti | 1 Oat Farm (1:00) to 1 Porridge Stand (1:00) |
| Tunics | Liberti | 1 Hemp Farm (1:00) to 1 Spinner (1:00) |
| Pileus | Liberti | 1 Sheep Farm (0:30) to 2 Pileus Felters (1:00) |
| Bread | Plebeians | 2 Wheat Farms (1:00) + 1 Grain Mill (0:20) + 1 Charcoal Burner to 2 Bakeries (1:00) |
| Garum | Plebeians | 2 Scomber’s Shacks (1:00) + 1 Salt Ponds (0:30) to 3 Garum Works (1:30) |
| Tiles | Plebeians | 1 Clay Pit (0:30) + 1 Charcoal Burner to 2 Tilers (1:00) |
| Sandals | Plebeians | 1 Pig Farm (0:30) + 1 Salt Ponds to 2 Tanneries (1:00) to 4 Sandal Makers (2:00) |
| Amphorae | Plebeians | 1 Clay Pit + 2 Resin Tappers (1:00) + 1 Charcoal Burner to 2 Potters (1:00) |
| Soap | Plebeians | 1 Pig Farm + 1 Charcoal Burner to 2 Renderers (1:00), plus 4 Lavender Growers (2:00), to 2 Soap Makers (1:00) |
| Olive Oil | Plebeians | 4 Olive Growers (2:00) to 3 Olive Presses (1:30) |
| Wine | Equites | 2 Vineyards (1:30) + 1 Apiary (0:45) to 1 Vintner (0:45) |
| Concrete | Equites | 2 Limestone Quarries (0:30) + 3 Sand Refineries (0:45) to 6 Concrete Mixers (1:30) |
| Marble | Equites | 2 Marble Quarries (1:00) to 3 Marble Masons (1:30) |
| Writing Tablets | Equites | 6 Sandarac Nurseries (1:30) + 3 Apiaries to 8 Tabulus workshops (2:00) |
| Togas | Equites | 3 Flax Farms (1:30) to 4 Weavers (2:00), plus 3 Snaileries (1:30) to 4 Dye Works (2:00), to 2 Loom Weaveries (1:00) |
| Fine Glass | Equites | 3 Mineral Quarries (0:45) to 4 Mineral Crushers (1:00), plus 3 Sand Refineries to 6 Glass Smelters (1:30), plus 4 Charcoal Burners, to 8 Glassblowers (2:00) |
One detail the build times show: the Latium Grain Mill works in 20 seconds, so a single mill can actually keep up with three Wheat Farms and three Bakeries if you add a second Charcoal Burner. The 2:1:2 version above simply leaves the mill idle a third of the time. Sardines need no chain at all: one fishing building makes them on its own.
Anno 117 Albion production chains and ratios
Albion splits after the Waders: Smiths keep Celtic traditions, Mercators adopt Roman ones, and they upgrade to Aldermen and Nobles. The Albion ratios below are from GamesRadar+, with the shared ones also in Destructoid’s table, and again match anno.land’s cycle times.
| Good | Unlocks with | Perfect chain (cycle time) |
|---|---|---|
| Reed Shoes | Waders | 1 Reed Gatherer (1:00) to 2 Shoe Weavers (2:00) |
| Tunics | Waders | 1 Hemp Farm (1:00) to 1 Spinner (1:00) |
| Bread | Mercators | 2 Wheat Farms (1:00) to 2 Donkey Mills (1:00) + 1 Charcoal Burner to 2 Bakeries (1:00) |
| Sausages | Mercators | 1 Pig Farm (0:30) + 3 Herb Gardens (1:30) + 1 Charcoal Burner to 2 Salsicium (1:00) |
| Amphorae | Mercators | 3 Mud Driers (1:30) + 2 Resin Tappers + 1 Charcoal Burner to 2 Potters (1:00) |
| Brooches | Mercators | 1 Silver Mine (0:30) to 2 Silver Forges (1:00) + 2 Charcoal Burners to 4 Fibularium workshops (2:00) |
| Tiles | Mercators | 3 Mud Driers + 1 Charcoal Burner to 2 Tilers (1:00) |
| Cheese | Smiths | 1 Auroch Farm (1:00) to 2 Dairies (2:00) |
| Beer | Smiths | 2 Barley Farms (1:00) to 1 Malthouse (0:30) + 1 Charcoal Burner to 2 Breweries (1:00) |
| Drinking Horns | Smiths | 1 Tin Mine (0:30) + 2 Auroch Farms to 4 Horners (2:00) |
| Wattle & Daub | Smiths | 3 Mud Driers + 2 Reed Gatherers to 2 Labourer’s Yards (1:00) |
| Trousers | Smiths | 1 Sheep Farm (0:30) + 2 Weld Crops (1:00) to 3 Hosiers (1:30) |
| Torcs | Smiths | 1 Copper Mine (0:30) + 1 Charcoal Burner to 3 Wire-Twisters (1:30) |
| Clan Shields | Smiths | 1 Tin Mine + 1 Copper Mine + 1 Charcoal Burner to 2 Bronze Smelters (1:00), plus 2 Weld Crops, to 3 Shieldbeaters (1:30) |
| Granite | Aldermen | 3 Granite Quarries (0:45) to 8 Granite Cutters (2:00) |
| Roast Beef | Aldermen | 2 Auroch Farms + 3 Saltwort Gatherers (1:30) + 1 Charcoal Burner to 4 Earth Ovens (2:00) |
| Cloaks | Aldermen | 2 Weld Crops + 1 Copper Mine to 3 Greenhands (1:30), plus 1 Sheep Farm, to 2 Birrus Stitchers (1:00) |
| Fur Hats | Aldermen | 3 Saltwort Gatherers to 2 Saltwort Burners (1:00) + 1 Charcoal Burner, plus 3 Beaver Trappers (1:30), to 4 Beaver Hatters (2:00) |
| Bird Tongues in Aspic | Nobles | 3 Bird Charmers (1:30) to 4 Tongue Pluckers (2:00), plus 1 Pig Farm + 1 Charcoal Burner to 2 Renderers, to 3 Epicures of Air (1:30) |
| Concrete | Nobles | 2 Limestone Quarries + 3 Sand Refineries to 6 Concrete Mixers (same as Latium) |
We left out three Albion chains where the guide ratio and the database times disagree: Chariots (the guide’s two Horsecatchers fall short of the four workshops on paper), Handmirrors (three Shell Gatherers overshoot) and Albion Wine (Albion Vineyards are listed at 3:00, twice Latium’s time). Aldermen ask for wine imported from Latium anyway, according to Ubisoft’s Albion guide. For those three, open the chain in-game and match the timers yourself.
Best city layout in Anno 117: the rules that matter
Anno 117 doesn’t ship a “best” layout, but Ubisoft’s own guides spell out the mechanics a good one has to respect. Ubisoft’s 5 tips for getting started and the Attributes and Building Buffs dev blog cover most of it:
- Roads and warehouses first. Every building needs a road that leads back to your Trading Post, and every production building should have a Warehouse in range. All warehouses share one stock.
- Production buildings buff or debuff their neighbours. A Spinner gives +1 income to every building in its area, so Ubisoft suggests putting it in the middle of dense housing. The dev blog’s example Bakery gives +2 income but -2 fire safety in its radius (those were pre-release values and may have changed).
- Buffs don’t stack. Two Pileus Felters next to the same house still give it only +1 income, so spread workshops across blocks instead of clustering them.
- Charcoal Burners go on the edge. They lower health and fire safety around them. Since most smithies and the Bakery need charcoal, put burners next to the industry, away from homes.
- Use City Watch coverage. Vigiles (fire safety), Medici (health) and Custodes (happiness) have a wide area of effect and send responders to incidents, but only help buildings inside their radius.
- Watch the arrows. While placing a building, green arrows show what it improves and red arrows what it harms.
- Keep building Tier 1 homes. Upgrading Liberti to Plebeians removes Liberti workers, so leave room for new Liberti houses next to your farms.

A built-up Latium centre: dense residences packed around public buildings and a plaza. Image: Ubisoft
Straight grid or diagonal? Anno 117 is the first Anno with 45-degree roads and buildings, but Ubisoft’s roads and grid dev blog warns that building diagonally uses slightly more space, because a rotated building blocks a larger area of the grid. A road that touches a building’s corner at 45 degrees still counts as connected. For maximum density, keep production districts on the straight grid and save diagonals for city centres you want to look good.
Footprints from the anno.land database show how much the rotation costs:
| Building | Standard grid | 45° diagonal grid |
|---|---|---|
| Residence (Latium and Albion) | 3×3 | 4×4 |
| Market (Latium) | 5×6 | 7×8 |
| Market (Albion) | 4×6 | 6×8 |
| Tavern (Latium) | 4×6 | 6×8 |
| Bardic Hearth (Albion) | 5×5 | 7×7 |
| Warehouse | 6×6 | 8×8 |
| Vigiles | 4×5 | 6×7 |
| Charcoal Burner | 5×6 | 7×8 |
| Bakery / Garum Works | 4×5 | 6×7 |
Latium city layout tips
Ubisoft calls Latium the gentler province: flat, fertile plains with plenty of room and a single upgrade path from Liberti to Plebeians, Equites and Patricians. That makes it the place for tight, repeatable blocks:
- Housing blocks around services. Liberti need one food, one fashion good and one public service (Market or Tavern), thanks to the optional needs system. Build the Market and Tavern inside the block and put the Spinner and Pileus Felters among the houses, since their buffs reach homes.
- Industry ring outside. Farms, Charcoal Burners and the noisy chains (Tiles, Amphorae, Bakeries) sit between the housing and the coast, each with a Warehouse in range.
- Cover Bakeries with Vigiles. If you place Bakeries near homes for the income buff, add Vigiles coverage to offset the fire-safety hit.
- Leave space for Equites buildings. Equites unlock the Forum, Baths, Aqueducts and Concrete-heavy buildings, and the Forum alone is 12×17 tiles in the anno.land data. Reserve a central plot before your first Liberti grid fills it.

A late-game Latium island: the amphitheatre and aqueducts sit in the core, workshops and farms along the river. Image: Ubisoft
Albion layout: marshes, Celtic and Roman districts
Albion is harder to lay out because of the marshland. According to Ubisoft’s Albion dev blog, eels and reeds come from the marsh (cockles need the coast), residences can’t be built on marsh, and every marsh building has one specific street connector spot. Place marsh producers first, then lay walkways to their connectors, and keep housing on dry ground.

Albion's marsh: producers connect to walkways at a single road point, and houses stay on dry land. Image: Ubisoft
- Plan two districts. Once either path reaches tier 3, the other path unlocks, so you can house Celtic Aldermen and Romanized Nobles on the same island. Keep them apart: Nobles want a Roman theatre and an aqueduct into the city, while Aldermen want the Alder Council.
- Drain the marsh when you Romanize. Romanized needs use fewer marsh goods. The Marsh Drainage research lets you place sluice gates between marsh and ocean and dig canals that turn marsh into usable land. Removing the canals lets the marsh return, so don’t rebuild over them carelessly. Voada, the Celtic raider, dislikes both Romanization and drainage, per Ubisoft’s Albion guide part 2.
- Pick Cernunnos for marsh islands. Ubisoft says the Celtic nature god improves marsh and forest production and boosts citizen health and intelligence.
- Use the Dairy’s buff. Ubisoft’s demo tips say the Dairy raises the happiness of nearby buildings by two, so it’s one of the few workshops worth putting next to Smiths’ homes.
What changes with Update 3.0 and Dawn of the Delta (November 5)
Ubisoft confirms that the Dawn of the Delta expansion (the Aegyptus province) releases on November 5 at 10:00 UTC on all platforms, alongside the free Update 3.0. The Update 3.0 highlights (October 30) bring two changes that matter for layouts:
- Stamps: select an area with the copy tool and save it as a Stamp, sorted in folders in the construction menu. Stamp files aren’t tied to your account, so you can share layouts or use other players’ (community sites such as Anno Companion already collect user-made layouts).
- Higher consumption: goods consumption rises across the board in new saves (existing saves aren’t affected, and you can change the setting anytime). Starting money goes up to compensate, and a new “very high” setting uses about 75% more goods than normal. The post doesn’t mention production times, so the ratios above should still balance, but each chain will supply fewer houses. Plan for extra copies of your food chains.
Update 3.0 also adds a Storage tab to Statistics, with stock over time per island, which makes it easier to spot a chain that runs short. For more management sims with numbers-first planning, see our Manor Lords build order guide, Two Point Hospital tips and room sizes and Jurassic World Evolution 3 money and breeding tips. If you like layout puzzles, our Two Point Museum layout tips cover the same space-versus-buffs trade-off.
FAQ
What is the most important production chain in Anno 117?
Timber, because almost everything you build needs it. Ubisoft suggests doubling the Woodcutter and Sawmill pair right away. After that, the Plebeian chains (Bread or Garum, Sandals or Amphorae, Soap) decide how fast you reach Equites.
How many Woodcutters per Sawmill in Anno 117?
One. Both take 30 seconds per ton, so a 1:1 pair is a perfect chain.
Do specialists and gods change Anno 117 production ratios?
Yes. Productivity buffs from specialists, patron deities such as Ceres (agriculture) or Mars (iron, charcoal, weapons) and Discovery Tree research shorten some cycle times, so a buffed step may need fewer buildings than the tables show. Check the building’s productivity after you add a buff.
Can you copy or save layouts in Anno 117?
You can copy an area with the copy tool now. From Update 3.0 on November 5, you can also save that selection as a Stamp, organise Stamps in folders and share the files with other players.
Sources: Ubisoft News (5 tips for getting started, Albion guide part 1, part 2); Anno 117 dev blogs on Steam (demo tips, attributes and building buffs, roads and grid, Albion, Update 3.0 highlights); GamesRadar+; Destructoid; Gamepressure; anno.land building database (cycle times and footprints). Checked October 31, 2026.
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Featured image: AI-generated illustration
