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Anno 117 Production Ratios: How to Balance Every Chain

Balance Anno 117 production chains by comparing cycle times, then adapt baseline ratios to your workers, storage, bonuses, and island’s actual demand.
Length4 min Posted Quest giverVGSources Team
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To balance an Anno 117: Pax Romana production chain, compare how quickly each building produces or consumes goods, then scale building counts so every stage can keep up with the next. A 30-second producer feeding a 30-second processor generally balances at 1:1; if the producer takes 60 seconds and the processor takes 30, two producers supply one processor. Those are starting ratios, not universal layouts: workers, storage access, productivity bonuses, resident demand, space, and upkeep all affect what works on an island.

How to calculate a production ratio

A ratio matches the throughput of buildings in a chain. Use the cycle time shown for each building in your current game, and account for every input and intermediate good—not just the first producer and final product.

  1. Find the recipe and cycle times. Check the current in-game information for each production building and note how long it takes to produce or process one batch.
  2. Convert cycles to rates. Express each stage as output or input per minute. Include intermediate materials such as charcoal if the recipe requires them.
  3. Scale building counts. Add producers or processors until the supply rate of each input meets the next stage’s intended consumption rate.
  4. Check the settlement. Confirm that buildings can be staffed and have road and storage access; consider land, workforce, and upkeep before expanding.
  5. Recalculate with bonuses. Apply relevant island, research, religion, festival, or specialist productivity modifiers rather than assuming a raw-speed ratio still applies.
  6. Match output to the goal. Compare capacity with resident consumption and trade needs. You do not need every building running continuously if a smaller chain reliably meets demand.

Ubisoft’s official demo guide illustrates the arithmetic with a Woodcutter producing wood every 30 seconds and a Sawmill processing it every 30 seconds: one of each balances timber production. In the same guide, a Barley Farm harvests every 60 seconds while a Malthouse processes every 30 seconds, so two farms supply one Malthouse. Ubisoft also notes that beer production requires a Barley Farm and a Malthouse. Read Ubisoft’s demo guide.

Representative production ratios

These examples are useful starting points, not a complete or guaranteed-current chart. Building names and recipes can vary by localization, and the extensive community table below is explicitly labeled “Guide Version: 1.0 – Patch 1.2,” with an update date of 18 November 2025. Its ratios assume raw production speeds without research, specialists, festivals, religion, or other boosts. Check the live game before committing to a large build.

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Region and good Baseline buildings How to interpret it
Latium boards 1 Lumberjack + 1 Sawmill A 1:1 chain in the community table.
Latium porridge 1 Oat Farm + 1 Porridge Stall A 1:1 chain in the community table.
Latium pilei 1 Sheep Farm + 2 Pileus Hatter One farm supplies two processing buildings in the community table.
Latium bread 2 Wheat Farms + 1 Mill + 2 Bakeries + 0.5 Charcoal Burner The fractional charcoal value represents the table’s scaled balance, not half of a physical building.
Latium concrete 2 Limestone Quarries + 3 Sand Refineries + 6 Concrete Mixers A multi-input chain; keep the listed input stages balanced.
Albion reed shoes 1 Reed Collector + 2 Shoe Weaver One collector supplies two shoe-weaving buildings in the community table.

The Steam Community production guide includes more Latium and Albion chains, resident tiers 1–4, imports, and raw-resource buildings. GamesRadar independently discusses time-based ratios and examples including pileus, tiles, bread, and garum; treat all such lists as reference points rather than proof of current values for every patch. See GamesRadar’s ratio guide.

Why a mathematically balanced chain may not work on your island

Workers and resident tiers

Production buildings need workers of the appropriate resident tier. Ubisoft describes residents as the workforce that allows production buildings to operate. Upgrading lower-tier residences replaces residents of that tier, so keep enough lower-tier housing to cover the jobs that still depend on those workers. A nominally balanced chain can stall if even one stage lacks staff. Ubisoft’s beginner guide explains the workforce and progression basics.

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Roads and storage

Buildings need road access, and goods must reach nearby storage such as a warehouse or trading post. Keep production within storage range and check access when a building is idle despite adequate input and staffing. A theoretically sufficient chain is of little use if goods cannot move between its stages.

Bonuses and changing productivity

Island deities can increase output in selected categories, and research, specialists, or events may also alter productivity. That changes how quickly a stage supplies or consumes goods, so recompute its effective rate after a modifier changes. The community ratio table and GamesRadar’s examples describe raw-speed baselines, not every boosted setup. Anno.land’s production calculator lets players adjust productivity, but it is a third-party tool; verify its data and version against the current game before relying on its result.

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Space, upkeep, and workforce are part of the ratio decision

A chain that runs every building continuously may use more land, money, and labor than the settlement can spare. This is especially relevant for higher-tier needs and more constrained Albion layouts. Compare the throughput you need with the chain’s footprint, worker requirements, upkeep, logistics distance, and compatibility with bonuses. The least costly setup that reliably meets your target can be preferable to a theoretical 100% utilization layout.

Resident needs determine what to build

Goods and production buildings change as residents advance through tiers. Basic need categories can offer choices, so progression does not necessarily require supplying every listed option. Check which need you are satisfying and how much residents actually consume before building additional capacity.

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Using community ratio tables and calculators

Community references can save calculation time, but they are not substitutes for checking the current game. The Steam guide is versioned to Patch 1.2 and dated 18 November 2025; its stated assumptions exclude productivity boosts. Anno.land provides adjustable productivity inputs, while the Steam guide also points to calculators for household or population consumption. These are community resources, so confirm their version, names, and inputs before treating an output as current. For a definitive layout, use the current in-game recipe and cycle times and recalculate for your island’s conditions.

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A practical decision rule

  • Use a published ratio as a raw-speed starting point, not a command to build every listed building immediately.
  • Build toward the amount needed for your actual resident consumption or trade target.
  • Before adding another stage, check for worker shortages, inaccessible roads or storage, and productivity modifiers.
  • Revisit the chain when resident tiers, bonuses, or island conditions change.

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