If you want to fine-tune a specific sector of your empire, let me know: Which you are currently optimizing If you need help with island fertility shortages Whether you want a visual grid layout for a specific chain
: Demand refined goods and processed food.
Garments (Cotton Plantation ➔ Spinning Mill ➔ Tailor’s Shop) High-end fashion for the ruling class.
Never let a production chain run directly into consumption. Always aim for a in your warehouse.
Lamp Oil lights up citizen homes and satisfies their community needs. 1 Whaling Station →right arrow 1 Whaler's Hut (Oil Refinery)
To maximize these chains, you must leverage technological advancements and infrastructure: The Guild House vs. Master Craftsman's Diploma : You can only choose one permanent tech path per game. Guild House : Best for massive, single-good hubs. It provides a 135% productivity boost to one specific good in its area of influence. Master Craftsman’s Diploma : Best for generalized island growth. It gives a permanent
By memorizing these ratios—2:1 for soil-based farms, 1:1 for mines and plantations, and the multi-island logistics for aristocrats—you transform from a panicked settler into a Viceroy. Build your forester early, respect the cart rider, and always keep a buffer.
Paper is not consumed directly by residents but is required by the Printing House (along with Indigo) to produce , which fulfills the "Culture" requirement.
Cloth fulfills the basic clothing needs of your early population. 2 Sheep Farms →right arrow 1 Weaver's Hut
Bricks replace wood as the core material for advanced infrastructure, public buildings, and military fortifications. Clay pits must be placed on specific, pre-determined clay deposits on the map. Tools and Iron Ore Ratio: 1 Iron Mine →right arrow 1 Charcoal Burner’s Hut →right arrow →right arrow 2 Toolmaker’s Workshops Output: Tools
1 Iron Ore Mine : 2 Charcoal Burners : 1 Ore Smelter : 2 Toolmakers (or 2 Weapon Smiths)
A successful production chain depends on raw materials. These are gathered in resource extraction buildings like , Lumberjack’s Huts , or Clay Pits for basic construction materials. Many of these materials are tied to specific fertilities , meaning not every island can produce the same goods. For example, a northern-climate island might be ideal for growing hemp for cloth, while a southern-climate island is needed for tobacco and cocoa plantations. These geographical limitations are what force you to explore, settle, and trade across multiple islands from the very beginning.
If you want to fine-tune a specific sector of your empire, let me know: Which you are currently optimizing If you need help with island fertility shortages Whether you want a visual grid layout for a specific chain
: Demand refined goods and processed food.
Garments (Cotton Plantation ➔ Spinning Mill ➔ Tailor’s Shop) High-end fashion for the ruling class.
Never let a production chain run directly into consumption. Always aim for a in your warehouse. anno 1701 production chains
Lamp Oil lights up citizen homes and satisfies their community needs. 1 Whaling Station →right arrow 1 Whaler's Hut (Oil Refinery)
To maximize these chains, you must leverage technological advancements and infrastructure: The Guild House vs. Master Craftsman's Diploma : You can only choose one permanent tech path per game. Guild House : Best for massive, single-good hubs. It provides a 135% productivity boost to one specific good in its area of influence. Master Craftsman’s Diploma : Best for generalized island growth. It gives a permanent
By memorizing these ratios—2:1 for soil-based farms, 1:1 for mines and plantations, and the multi-island logistics for aristocrats—you transform from a panicked settler into a Viceroy. Build your forester early, respect the cart rider, and always keep a buffer. If you want to fine-tune a specific sector
Paper is not consumed directly by residents but is required by the Printing House (along with Indigo) to produce , which fulfills the "Culture" requirement.
Cloth fulfills the basic clothing needs of your early population. 2 Sheep Farms →right arrow 1 Weaver's Hut
Bricks replace wood as the core material for advanced infrastructure, public buildings, and military fortifications. Clay pits must be placed on specific, pre-determined clay deposits on the map. Tools and Iron Ore Ratio: 1 Iron Mine →right arrow 1 Charcoal Burner’s Hut →right arrow →right arrow 2 Toolmaker’s Workshops Output: Tools Always aim for a in your warehouse
1 Iron Ore Mine : 2 Charcoal Burners : 1 Ore Smelter : 2 Toolmakers (or 2 Weapon Smiths)
A successful production chain depends on raw materials. These are gathered in resource extraction buildings like , Lumberjack’s Huts , or Clay Pits for basic construction materials. Many of these materials are tied to specific fertilities , meaning not every island can produce the same goods. For example, a northern-climate island might be ideal for growing hemp for cloth, while a southern-climate island is needed for tobacco and cocoa plantations. These geographical limitations are what force you to explore, settle, and trade across multiple islands from the very beginning.