Anno 117 Pax Romana: Production Ratios Building Guide Efficient Chains

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Master Anno 117 Pax Romana’s factories with exact production ratios that turn chaos into Roman prosperity.

The overall benefit of having optimal production chains is that buildings don’t linger idle waiting for resources, and each one is working at peak efficiency consistently. This, in turn, means a steady flow of goods to sate your denizens and even partake in trade to stock up your coffers with Denarii. In this guide, we’ll walk you through the optimal production ratios for each supply chain in Anno 117 Pax Romana.

Production ratios explained

Production ratios determine how many input goods are needed to maintain steady output and prevent shortages across your settlements. Each production chain in Anno 117: Pax Romana follows a specific balance that keeps workshops and farms running at full capacity without wasting resources. Understanding these ratios lets players synchronize input and output buildings, ensuring smooth trade routes and stable growth across provinces.

Put simply, production ratio is the optimal number of buildings of different types in a supply chain to ensure none of them are missing resources and there isn’t a raw material surplus at any time. This ensures the final product in the chain is produced as fast and as efficiently as possible with no downtime. The idea is to consider the processing time of each building to determine the optimal number of each required.

An example is the best way to explain production ratios. A Sheep Farm takes 30 seconds to produce 1t of Sheep, while Pileus Felter takes 60 seconds to produce 1t of Pileus from 1t of Sheep. What this means is that for every 1t of Pileus you produce, you’ll have a surplus of 1t of Sheep. To optimise the Pileus production chain, you’ll want two Pileus Felters using 2t of Sheep to produce 2t of Pileus every 60 seconds. The 1t of Sheep produced every 30 seconds (or 2t every 60 seconds) by the Sheep Farm is therefore used.

It also works the other way around, where not enough of a raw material is produced to keep up with the production time of buildings further down the supply chain. In other words, ratios let all the buildings in a supply chain keep up with one another’s processing time.

Note that this assumes that you’ve attained and maintained 100% perfect productivity for each building. These ratios are also affected by Specialist buffs and perks as well as research benefits, but as these are so varied and player-dependent, we won’t factor them in here.

Anno 117 Pax Romana Production ratios

Production ratios in Anno 117 Pax Romana balance building counts against processing times to match supply chains without waste or shortages. For Plebeian goods, 1 Clay Pit, 1 Charcoal Burner, and 2 Tilers produce tiles steadily. Bread needs 2 Wheat Farms, 1 Grain Mill, 1 Charcoal Burner, and 2 Bakeries. Garum requires 1 Salt Ponds, 2 Scomber’s Shacks, and 3 Garum Works, while Sandals use 1 Pig Farm, 1 Salt Ponds, 2 Tanneries, and 4 Sandal Makers. Patrician items like Mosaics demand 3 Mineral Quarries, 4 Mineral Crushers, 2 Clay Pits, 2 Charcoal Burners, and 8 Tessera Works. Province-specific chains, such as Latium’s 6 Concrete Mixers from 2 Limestone Quarries and 3 Sand Refineries, fine-tune output for population tiers.

Here are the production buildings for all buildings on both the Latium and Albion maps:

Needs/Goods Latium Production Ratio Albion Production Ratio
Timber x1 Woodcutter, x1 Sawmill x1 Woodcutter, x1 Sawmill
Porridge x1 Oats Farm, x1 Porridge Stand n/a
Tunic x1 Hemp Farm, x1 Spinner x1 Hemp Farm, x1 Spinner
Pileus x1 Sheep Farm, x2 Pileus Felter n/a
Tiles x1 Clay Pit, x1 Charcoal Burner, x2 Tilers x1 Charcoal Burner, x3 Mud Driers, x2 Tilers
Bread x2 Wheat Farms, x1 Grain Mill, x1 Charcoal Burner, x2 Bakeries n/a
Garum x1 Salt Ponds, x2 Scomber’s Shack, x3 Garum Works n/a
Sandals x1 Pig Farm, x11 Salt Ponds, x2 Tanneries, x4 Sandal Makers n/a
Soap x1 Pig Farm, x1 Charcoal Burner, x2 Renderers, x4 Lavender Growers, x2 Soap Makers n/a
Amphorae x1 Clay Pit, x2 Resin Tappers, x1 Charcoal Burner, x2 Potters x3 Mud Driers, x2 Resin Tapper, x1 Charcoal Burner, x2 Potter
Olive Oil x4 Olive Growers, x3 Olive Presses n/a
Concrete x2 Limestone Quarries, x3 Sand Refineries, x6 Concrete Mixers x2 Limestone Quarries, x3 Sand Refineries, x6 Concrete Mixers
Wine x2 Vineyards, x1 Apiary, x1 Vintner x4 Vineyards, x1 Apiary, x1 Vintner
Togas x3 Flax Farms, x3 Snaileries, x4 Weavers, x4 Dye Works, x2 Loom Weaveries n/a
Writing Tablets x3 Apiaries, x6 Sandarac Nurseries, x8 Tabuli n/a
Fine glass x3 Mineral Quarries, x3 Sand Refineries, x4 Mineral Crushers, x6 Glass Smelters, x4 Charcoal Burners, x8 Glassblowers n/a
Marble x2 Marble Quarries, x3 Marble Masons n/a
Mosaics x2 Clay Pit, x3 Mineral Quarry, x4 Mineral Crusher, x9 Tessera Works n/a
Oysters with Caviar x3 Oyster Bed, x4 Sturgeon Hatchery, x3 Fish Gutter, x2 Epicure of Water n/a
Loungers x3 Apiaries, x6 Sandarac Nurseries, x8 Tabuli n/a
Necklaces x4 Gold Washers, x1 Goldsmiths, x1 Mineral Quarry, x1 Charcoal Burners, x2 Jewellers n/a
Lyres x4 Gold Washers, x1 Sheep Farm, x2 Stringers, x2 Sandarac Nurseries, x1 Goldsmith, x1 Charcoal Burner, x1 Gilder, x1 Lythier n/a
Armor x1 Iron Mine, x2 Furnace, x1 Pig Farm, x1 Salt Ponds, x2 Tannery, x3 Armorer x1 Iron Mine, x2 Furnace, x1 Pig Farm, x1 Salt Ponds, x2 Tannery, x3 Armorer
Weapons x1 Iron Mine, x2 Furnace, x3 Weaponsmith x1 Iron Mine, x2 Furnace, x3 Weaponsmith
Ropes x1 Hemp Farm, x2 Ropemaker x1 Hemp Farm, x2 Ropemaker
Sails x1 Sheep Farm, x3 Sailmakers x1 Sheep Farm, x3 Sailmakers
Reed Shoes n/a x1 Reed Gatherer, x2 Shoe Weaver
Wattle & Daub n/a x3 Mud Driers, x2 Reed Gatherers, x2 Labourer’s Yards
Cheese n/a x1 Ochs Farm, x2 Dairies
Beer n/a x2 Barley Farms, x1 Malthouse, x2 Brewries, x1 Charcoal Burner
Roast Beef n/a x2 Ochs Farms, x1 Charcoal Burner, x3 Saltwort Pickers, x4 Earth Ovens
Trousers n/a x1 Sheep Farm, x2 Weld Crops, x3 Hosiers
Torcs n/a x1 Copper Mine, x3 Wire Twisters, x1 Charcoal Burner
Clan Shields n/a x2 Weld Crop, x1 Tin Mine, x1 Copper Mine, x2 Bronze Smelter, x3 Shieldbeater
Drinking Horns n/a x1 Tin Mine, x2 Ochs Farm, x4 Horners
Granite n/a x3 Granite Quarries, x 8 Granite Cutters
Fur Hats n/a x3 Saltwort Pickers, x2 Saltwort Burners, x1 Charcoal Burner, x3 Beaver Trappers, x4 Beaver Hatters
Bird Tongues in Aspic n/a x3 Bird Charmers, x1 Pig Farm, x1 Charcoal Burner, x2 Renderers, x4 Tongue Pluckers, x3 Epicures of Air
Sausages n/a x1 Pig Farm, x3 Herb Garden, x2 Salsicium
Brooches n/a x1 Silver Mine, x2 Silver Forge, x2 Charcoal Burners, x4 Fibularium
Cloaks n/a x2 Weld Crops, x1 Copper Mine, x1 Sheep Farm, x3 Greenhands, x2 Birrus Stitchers
Handmirrors n/a x1 Silver Mine, x2 Silver Forges, x2 Charcoal Burners, x3 Shell Gatherers, x4 Narcissiums
Chariots n/a x1 Woodcutter, x2 Reed Gatherers, x3 Chassis Builders, x2 Horsecatchers, x4 Chariot Workshops
Wigs n/a x4 Horse Breeder, x3 Flax Farm, x2 Resin Trapper, x4 Headpiece Maker, x3 Wig Maker

Best Timber production layout for early game

Early-game timber production in Anno 117: Pax Romana focuses on compact, efficient chains using 1 Woodcutter (30s cycle) feeding 1 Sawmill (30s cycle) for a perfect 1:1 ratio. This setup meets Liberti needs without workforce strain. Prioritize fertile forest tiles and road access to a warehouse. [conversation_history]​

Basic Layout (1 Chain)

Place buildings in a straight line or L-shape for minimal space (about 10×10 tiles total).

  • Woodcutter adjacent to trees, output road to Sawmill input.

  • Sawmill output road to warehouse or direct consumer.

  • Handles 1t/min steady output; scale to 2-4 chains as population grows.​

Early Scaling (x4 Chains)

Use Anno Companion’s Timber x4 layout, requiring Woodland Rebirth discovery for optimal tree density.

  • Central warehouse with roads on all sides.

  • Four Woodcutter-Sawmill pairs around it, each pair tight-packed.

  • Fits in 20×20 area, exits roads flexibly; boosts to 4t/min.​

Tips

Unlock discoveries early for density buffs. Avoid overbuilding-monitor workforce via trade routes. Connect only to needed buildings to save slots.

Show compact 4-hut timber stamp for early game

Compact 4-hut timber stamps in Anno 117: Pax Romana deliver 4t/min output for early Liberti expansion using four Woodcutter-Sawmill pairs in minimal space. This “stamp” design packs tightly around a central warehouse on forest tiles. It scales from 1-2 pairs initially without workforce issues.

Core Layout Design

Arrange in a 20×20 footprint with roads forming a cross through the center.

  • Four Woodcutters at cardinal points, each harvesting adjacent trees (30s cycle).

  • Four Sawmills inward-facing toward the central warehouse (30s cycle).

  • Single warehouse in middle collects all Timber; extend roads to trade route or consumers.​

Placement Steps

  1. Unlock Woodland Rebirth for tree density if available.

  2. Build cross-roads first (10 tiles long each arm).

  3. Position Woodcutters at road ends, rotate for tree access.

  4. Snap Sawmills to inner road spots feeding warehouse.

  5. Test efficiency at 100% via building stats before expanding.​

Optimization Notes

Add Fire Station centrally if needed for coverage. This beats scattered singles by saving warehouse slots. Upgrade to 8-hut later for Plebeians. [conversation_history]​

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Jason Venter

Jason Venter has been writing about video games professionally since 2005. When he’s not deep into gaming, he’s busy reading, spinning creative stories, or working on his fantasy novels. Every now and then, he even finds time to catch some sleep.

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