Press question mark to learn the rest of the keyboard shortcuts. This prevents production building staff to take long walks for small amounts of goods. Two weeks ago I posted my first go at an endgame Investor Layout for Anno 1800. Coverage is excellent except for the donut hole; Fire, Tavern, Spy, & Disease coverage is only partial in this zone. 4 months ago. The wheat fields and the flour processing units allow for a decent bread-production layout around a central … I gotta check it out.

Posted by 1 year ago. But in total this base model is easily copied. Chapel coverage is sub-optimal but due to. Unless you gonna up workload in windmills to 150%, 2 of your bakeries gonna wait for flour. You first build the left marketplace and the chapel left of the place where the tavern will come later on (red empty rectangle). Carpentry, Security, & Religious coverage is 100%. Best if you remove all existing trees first before manually planting all trees. Ultimately, the shape of your "beer island" would probably determine which of these 2 layouts you would prefer.

Tier 4 & 5 City Layout (High Density, with rail & power). Production buildings with a large collection range and high throughput (e.g. If the silk and indigo are not running at the same percent productivity, the more productive one will waste product. Beer Production (not including hops) Will have several more shortly! There is one tile of overlap between each pair of huts. I have never gotten a plague using this layout, and fires are very rare if you use stone roads (less than one per 5 hours of gameplay).

But the pig farm with the electricity, on the right side, doesn't the pig farmers complain about not having access to the island network?

A sawmill can store 8, which would be transported as one. Individual farm fields are usually not relevant to the layouts especially when it's 144 fields that can take any shape. Anno 1800 City and Building Layouts. However, if you have large amounts of open space and want to use it efficiently, you can use this layout. 1 A Note on Production Chain Diagrams 2 Overview of the Production Chains 3 The Old World 3.1 Farmers 3.1.1 Timber 3.1.2 Fish 3.1.3 Schnapps 3.1.4 Work Clothes 3.2 Workers 3.2.1 Bricks 3.2.2 Sausages 3.2.3 Bread 3.2.4 Sails 3.2.5 Steel Beams 3.2.6 Soap 3.2.7 Weapons 3.2.8 Beer 3.3 Artisans 3.3.1 Windows 3.3.2 Canned Food 3.3.3 Sewing Machines 3.3.4 Fur Coats 3.4 Engineers 3.4.1 … The plan before this one is a lot of work, and demands precision, this one is more simple and has more houses!

It's basically the same system as before, everything has a unique field size, it's just that every field (so anything that isn't a pasture), shares the same field size of 1x1. I personally did build 2 on each island and established traderoutes that pick up wood of every island and drop it on every island. All houses are covered with full public services including electricity if all roads are upgraded to paved roads, although houses in the middle north and south has a … hide. Can be modified for 6 Rose farms running at 100% using 4 fields per farm with 2 integrated Perfumeries. It 's 2 fields + 1 windmill + 1 bakery = continous production without idle time. Archived. The mainisland has the lowest need but the need is there nonetheless. You will need to manually plant trees or even remove existing trees if they are too large. The placement of 4 production buildings, with 1 Market Building. A subreddit dedicated the video game series Anno.

The market building can be omitted if you have something else covering the carpenters on the side already. Its too much. The size of the farms are 3x4. This does not make production go faster, or make efficiency go up, but looks nicely full. A Bread production loop that is less elongated than other layouts, and so may more appropriately fit into specific locations. An alternative layout of 4 breweries using 135 tiles per brewery. There is even room for 2 additional farms. This uses up the same amount of space as the one above, but, as you can see, the layout resembles in a square, allowing you to be more flexible when combining multiple of these layouts. mill, bakery) can spend so much time visiting other buildings that they don't operate on full capacity. One of the great features about Anno 1800 is the ability to use a blueprint mode so switching on it whenever you’re building complex layouts will be great for planning layouts. Although you can usually place processing plants such as Weaver's Huts and Wine Presses near your warehouse - it has spare market carts anyway - sometimes this does not work well. So if the 2 or 3 slots of the warehouse can empty that exact cart in 8*15 seconds minus travel time, you lose nothing. Since fire/detonations can happen randomly (?!) Close. Higher tiers don't use them. The placement of 8 production buildings, with 1 Market Building. This layout is usable for wheat (bread/beer) and milk farms. This is an alternative to the layout shown above. I do like to squeeze my clothproduction into corners of each island though. The bakery only uses grain to bake bread but not flour. Good if you want minimum amount of vacant space. The drawback is that you need a rather large island and gaps need to be filled with other structures. Can support 1000 Envoys. I have 15k city and have 8 clothes and sausages. (Of course, you might be able to make a path and/or rebuild something in the way, later.). (not being connected by road to the main network).