Anno 117: Pax Romana Perfect Production Ratios Guide
Complete Anno 117: Pax Romana Resource Management Guide
Production ratios form the backbone of economic efficiency in Anno 117: Pax Romana. These ratios represent the optimal number of buildings needed in a supply chain to ensure 100% efficiency, with the fundamental unit being the talentum (1t) representing one unit of goods.
Mastering perfect production ratios prevents bottlenecks and idle buildings while maximizing output and minimizing workforce and resource consumption. Whether you're building a thriving Roman empire in Latium or establishing Celtic settlements in Albion, understanding these ratios transforms your gameplay from resource struggle to satisfying logistical planning.
Key Terminology & Unit Definitions
The Talentum System
The talentum (abbreviated as '1t') is the fundamental unit of measurement for goods and resources in Anno 117: Pax Romana. Every production building has a specific production time for creating exactly 1t of its designated good.
Production Cycle Time: The fixed duration a building requires to complete one full production cycle and output exactly 1t. Production ratios are calculated by comparing these cycle times to create balanced supply chains.
Efficiency: This modifies production time per unit rather than output quantity. At 150% efficiency, a building produces 1t every 40 seconds instead of 60 seconds, directly impacting your ratio calculations.
1t (One Talentum): The basic production unit that represents a single item of output from any production building.
- The talentum system standardizes measurement across all goods
- Ratio calculations match supplier production time to processor consumption time
- Unbalanced talentum production causes raw material pile-up or processing building idleness
Production Ratio Calculation Method
Ratio Derivation Process:
- Identify cycle times for each building in the chain (e.g., Building A: 30s/1t, Building B: 60s/1t)
- Calculate relative speeds (Building A produces 2x faster than Building B)
- Apply inverse proportion (Need 2:1 ratio A:B to maintain balance)
- Verify efficiency (All buildings operate at 100% with no idle time)
Understanding Production Ratio Fundamentals
Why Perfect Ratios Matter
Perfect production ratios can improve city efficiency tenfold by optimizing workforce and building space. They ensure:
• No building idle time: Prevents processing buildings from sitting idle due to lack of raw materials • Eliminates waste: Stops overproduction of raw materials that clutter storage • Maintains happiness: Ensures consistent supply of essential goods like food and tools • Stable growth: Provides predictable foundation for expanding infrastructure and populations
Inefficient ratios cause bottlenecks where downstream factories sit idle because upstream buildings cannot produce materials fast enough. This leads to shortages that cause population happiness to plummet.
Overbuilding raw material producers creates waste through stockpiles of unused resources, wasting valuable workforce and storage space.
Calculating Perfect Ratios
Perfect ratios are determined by comparing production and consumption cycle times:
Example Calculation: If one building produces 1t every 30 seconds and another consumes 1t every 60 seconds, you need a 2:1 ratio to maintain balance.
This mathematical approach ensures that for every production cycle completed by your upstream buildings, your downstream buildings can consume the exact amount produced, preventing both shortages and surpluses.
Latium Province: Perfect Production Ratios
Latium province presents more challenging production chains that are difficult to achieve perfect 1:1 ratios compared to other regions. These chains form the foundation of your Roman empire's economic base.
Tier 1 Production Chains (Early Game)
Tier 1 production chains form the foundation of your economy. These early-game goods are essential for basic population needs and establishing your industrial base.
Essential Tier 1 Productions
Bread Production Chain
- Corrected Ratio: 2 Wheat Farms : 2 Donkey Mills : 1 Bakery
- Cycle Times: Wheat Farm (30s/1t) → Donkey Mill (30s/1t) → Bakery (60s/1t)
- Input Consumption: 1 Bakery consumes 2t wheat and 2t flour per minute
- Output: 1t Bread every 60 seconds per bakery
- Purpose: Balanced chain for basic food production
Tools Production Chain
- Corrected Ratio: 3 Charcoal Kilns : 2 Copper Smelters : 1 Toolmaker
- Cycle Times: Charcoal Kiln (20s/1t) → Copper Smelter (30s/1t) → Toolmaker (60s/1t)
- Input Consumption: 1 Toolmaker consumes 2t copper and 3t charcoal per minute
- Output: 1t Tools every 60 seconds per toolmaker
- Purpose: Essential for construction and maintenance
Pottery Production Chain
- Ratio: 1 Clay Pit : 2 Potters
- Cycle Times: Clay Pit (30s/1t) → Potter (60s/1t)
- Input Consumption: 2 Potters consume 4t clay per minute
- Output: 2t Pottery per minute from 2 potters
- Fuel Requirements: Each Potter requires 1 Charcoal Kiln for fuel
Tier 2 Production Chains (Mid Game)
Tier 2 chains support your burgeoning Citizen population with refined goods. These mid-game productions involve more complex logistics and higher-tier materials.
Textiles and Dye Production
Complete Textiles Chain
- Corrected Ratio: 3 Weavers : 4 Dye Works : 4 Madder Farms
- Cycle Times: Weaver (15s/1t) → Dye Works (20s/1t) → Madder Farm (20s/1t)
- Input Consumption: 4 Dye Works consume 4t cloth and 4t madder per minute
- Output: 4t Dyed Cloth per minute from 4 dye works
- Purpose: Supports clothing needs and luxury trade
Advanced Metal Processing
Enhanced Metal Chain
- Ratio: Strategic balance between raw material extraction and processing
- Key Consideration: Charcoal supply must meet smelting demands
- Expansion Factor: Allows for scaling based on population growth
Tier 3 Luxury Goods (Advanced Game)
Advanced products like Wine and Olive Oil that satisfy sophisticated population needs and can be exported for significant profit.
Wine Production
Wine Production Chain
- Ratio: 2 Grape Farms : 1 Winery
- Cycle Times: Grape Farm (30s/1t) → Winery (60s/1t)
- Input Consumption: 1 Winery consumes 4t grapes per minute
- Output: 1t Wine every 60 seconds per winery
- Strategic Value: Satisfies Equites food needs; excellent export good
Olive Oil Production
Olive Oil Chain
- Ratio: 2 Olive Groves : 1 Olive Press
- Cycle Times: Olive Grove (30s/1t) → Olive Press (60s/1t)
- Input Consumption: 1 Olive Press consumes 4t olives per minute
- Output: 1t Olive Oil every 60 seconds per press
- Purpose: Essential refined good for advanced populations
Latium Province Quick Reference
| Tier | Product | Perfect Ratio | Cycle Time Basis | Input Consumption/min | Output/min | Key Notes |
|---|---|---|---|---|---|---|
| 1 | Bread | 2:2:1 | 30s→30s→60s | 2t wheat + 2t flour | 1t bread | Basic food production foundation |
| 1 | Tools | 3:2:1 | 20s→30s→60s | 2t copper + 3t charcoal | 1t tools | Essential for construction |
| 1 | Pottery | 1:2 | 30s→60s | 4t clay | 2t pottery | Requires charcoal fuel |
| 2 | Textiles | 3:4:4 | 15s→20s→20s | 4t cloth + 4t madder | 4t dyed cloth | Clothing and trade goods |
| 3 | Wine | 2:1 | 30s→60s | 4t grapes | 1t wine | Luxury export good |
| 3 | Olive Oil | 2:1 | 30s→60s | 4t olives | 1t oil | Advanced population need |
Albion Province: Perfect Production Ratios
Key Albion Production Principles
Albion's production chains are generally simpler than Latium's with more straightforward 1:1 ratios. This makes them easier to master, though players must contend with challenging island geography dominated by swamps.
Core Production Focus: Albion focuses on Celtic heritage goods with simpler production chains that allow for easier scaling and expansion once established. The province's optimization focuses on maximizing output within constrained space rather than complex ratio calculations.
Primary Albion Production Chains
Woolens Production
Woolens Chain
- Ratio: 1 Sheep Farm : 1 Weaver's Hut
- Cycle Times: Sheep Farm (60s/1t) → Weaver's Hut (60s/1t)
- Input Consumption: 1t wool per minute per weaver's hut
- Output: 1t cloth per minute per weaver's hut
- Advantage: Simple scaling based on available pastureland
Leather Production
Leather Chain
- Ratio: 1 Hunting Cabin : 1 Tannery
- Cycle Times: Hunting Cabin (60s/1t) → Tannery (60s/1t)
- Input Consumption: 1t hides per minute per tannery
- Output: 1t leather per minute per tannery
- Dual Purpose: Provides both food and material goods
Simple Tools Production
Basic Tools Chain
- Ratio: 1 Charcoal Kiln : 1 Smithery
- Cycle Times: Charcoal Kiln (60s/1t) → Smithery (60s/1t)
- Input Consumption: 1t charcoal per minute per smithery
- Output: 1t tools per minute per smithery
- Essential Function: Supports basic construction and maintenance
Albion-Specific Challenges
Space Management: Success in Albion hinges on adept space management due to large swamps on many islands requiring careful layout planning for optimized production clusters.
Geography Adaptation: The swampy terrain demands strategic placement of production buildings around natural obstacles, making compact layouts essential for efficiency.
Import Dependencies: Wine and Spices cannot be produced in Albion and must be imported from Latium. This requires careful trade route planning to maintain your settlements.
Albion Province Quick Reference
| Product Type | Perfect Ratio | Cycle Time Basis | Input Consumption/min | Output/min | Special Notes |
|---|---|---|---|---|---|
| Woolens | 1:1 | 60s→60s | 1t wool | 1t cloth | Simple 1:1 scaling |
| Leather | 1:1 | 60s→60s | 1t hides | 1t leather | Dual food/material output |
| Tools | 1:1 | 60s→60s | 1t charcoal | 1t tools | Fuel management critical |
Advanced Military Production Optimization
Weapons Production Chain Strategy
Military production optimization requires calculating exact ratios to maintain continuous workshop operation. The perfect weapons production ratio ensures consistent output to supply armies and garrisons without overproducing expensive military goods.
Core Weapons Chain
Basic Weapons Production
- Perfect Ratio: 2 Copper Mines : 1 Charcoal Kiln : 1 Furnace : 1 Smith
- Cycle Times: Copper Mine (30s/1t) → Charcoal Kiln (20s/1t) → Furnace (30s/1t) → Smith (60s/1t)
- Input Consumption: 1 Smith consumes 2t copper and 1t charcoal per minute
- Output: 1t Weapons every 60 seconds per smith
- Efficiency Goal: 100% operation with no idle time or resource waste
Combined Weapons and Armor Production
Complete Military Chain
- Expanded Ratio: 2 Copper Mines : 1 Tannery : 2 Charcoal Kilns : 2 Furnaces : 1 Smith : 1 Armourer
- Cycle Times: Balanced to ensure continuous production flow
- Benefit: Covers both offensive and defensive military needs
- Resource Coordination: Requires careful balance of metal and leather processing
Infrastructure and Resource Management
Charcoal as Critical Fuel: Charcoal serves as the essential fuel input for military production chains, making Charcoal Kilns essential infrastructure that must be properly scaled.
Workforce Coordination: Military production buildings have specific workforce and population needs that must be balanced with residential zone development to avoid labor shortages.
Strategic Military Considerations
Regional Specialization: Advanced military strategy involves inter-regional trade where Albion focuses on Iron production shipped to Latium for advanced weapons manufacturing.
Production Scaling: Understanding these ratios allows for confident military expansion without risking economic stability through resource shortages or overproduction.
Military Production Quick Reference
| Military Good | Perfect Ratio | Cycle Time Basis | Input Consumption/min | Output/min | Strategic Value |
|---|---|---|---|---|---|
| Weapons | 2:1:1:1 | 30s→20s→30s→60s | 2t copper + 1t charcoal | 1t weapons | Core military production |
| Armor | 2:1:2:2:1:1 | Balanced flow | Complex multi-input | 1t armor | Complete military coverage |
Luxury Goods & Cross-Region Production
Managing Inter-Regional Trade Routes
Trade Route Management: Accessed by pressing the 'T' key to create routes with multiple waypoints and specify cargo operations for efficient resource distribution.
Optimal Trade Route Strategies
Hub-and-Spoke System: Designate one central island as a hub to collect surplus goods from surrounding spoke islands for efficient distribution to consumer destinations.
Circular Trade Routes: Collect from production islands and distribute to multiple consumer islands. These routes are more efficient than individual point-to-point connections.
Production Monitoring
Monitor warehouse levels using the trade route manager to identify:
- Empty warehouses signal production shortages requiring immediate attention
- Full warehouses indicate overproduction that may need route adjustment
- Route optimization based on these signals prevents costly overbuilding
Cross-Region Production Optimization
Wine and Spices Dependency: These luxury goods cannot be produced in Albion and must be imported from Latium province, requiring careful trade route planning between regions.
Raw Material Shipping: Cross-region optimization involves shipping raw materials from Albion to Latium for processing into higher-value luxury goods, utilizing both regions effectively in production chains.
Protecting Your Trade Network
Route Security: Protect trade routes from pirates or hostile factions by assigning naval patrols or escort vessels to key shipping lanes during vulnerable periods.
Economic Timing: Avoid early over-investment in expensive steam cargo ships. Use smaller vessels until economy is established with treasury surplus exceeding +10,000 credits or 2000 investors for sustainable expansion.
Advanced Optimization Strategies
Layout and Logistics Optimization
Clustered Production: Layout optimization involves clustering related production buildings together to minimize transportation time between raw material producers and processors, reducing worker travel time.
Strategic Warehouse Placement
Multiple Warehouse Strategy: Advanced logistics includes using multiple warehouses strategically placed to serve production clusters and reduce worker travel time across your settlements.
Production Monitoring: Monitor warehouse levels using trade route manager to identify production shortages (empty warehouses) or overproduction (full warehouses) for strategic route adjustments.
Workforce Management for Production
Population Tier System: Population in Anno 117 is stratified into tiers where each tier provides a different type of workforce required for specific production buildings. Higher-tier populations provide specialized workforces necessary for more advanced production chains.
Population Growth Mechanics
Growth Stages: Population growth works in stages: meet residents' needs, upgrade their homes, and unlock the next tier of specialized workforce.
Positive Feedback Loop: Population growth creates a positive feedback loop where larger population provides more workforce, enabling more production buildings to satisfy even larger population demands.
Strategic Workforce Distribution
Labor Monitoring: Strategic workforce distribution involves monitoring labor requirements against available workforce from each population tier to avoid shortages that halt production.
Specialist Activation: Activating key specialists can significantly boost production building output, maximizing workforce effectiveness during critical expansion phases.
Silent Collapse Prevention: Proactive monitoring of workforce distribution across all islands is essential to prevent "silent collapse" in late-game production chains.
Critical Sector Protection: Workforce shortages in critical sectors like mining can trigger catastrophic failure across multiple advanced production chains in late game scenarios.
Efficiency Calculations with Different Percentages
Efficiency Impact Examples:
- 100% Efficiency: Standard production time (e.g., 60s/1t)
- 125% Efficiency: Production time reduced by 25% (e.g., 48s/1t)
- 150% Efficiency: Production time reduced by 33% (e.g., 40s/1t)
- 200% Efficiency: Production time halved (e.g., 30s/1t)
Calculation Formula: New Production Time = Base Time / (Efficiency Percentage / 100)
Example: A building with 60s base time at 150% efficiency produces every 60 / 1.5 = 40 seconds
Complete Production Ratio Reference
Consolidated Latium vs Albion Comparison
| Province | Tier | Product | Perfect Ratio | Complexity | Key Advantage |
|---|---|---|---|---|---|
| Latium | 1 | Bread | 2:2:1 | Medium | Foundation food chain |
| Latium | 1 | Tools | 3:2:1 | Medium | Essential construction |
| Latium | 1 | Pottery | 1:2 | Low | Simple scaling |
| Latium | 2 | Textiles | 3:4:4 | High | Advanced clothing |
| Latium | 3 | Wine | 2:1 | Low | High-value export |
| Latium | 3 | Olive Oil | 2:1 | Low | Luxury goods |
| Albion | 1 | Woolens | 1:1 | Very Low | Simple 1:1 ratio |
| Albion | 1 | Leather | 1:1 | Very Low | Dual output |
| Albion | 1 | Tools | 1:1 | Very Low | Basic construction |
Top 5 Essential Ratios Quick Reference
1. Bread Production (Latium)
- Ratio: 2 Wheat Farms : 2 Donkey Mills : 1 Bakery
- Output: 1t bread per minute
- Priority: Essential for early population growth
2. Tools Production (Latium)
- Ratio: 3 Charcoal Kilns : 2 Copper Smelters : 1 Toolmaker
- Output: 1t tools per minute
- Priority: Critical for construction and maintenance
3. Textiles Production (Latium)
- Ratio: 3 Weavers : 4 Dye Works : 4 Madder Farms
- Output: 4t dyed cloth per minute
- Priority: Mid-game population satisfaction
4. Woolens Production (Albion)
- Ratio: 1 Sheep Farm : 1 Weaver's Hut
- Output: 1t cloth per minute
- Priority: Simple Albion foundation chain
5. Weapons Production (Military)
- Ratio: 2 Copper Mines : 1 Charcoal Kiln : 1 Furnace : 1 Smith
- Output: 1t weapons per minute
- Priority: Essential for military expansion
Glossary of Key Terms
Talentum (1t): Fundamental unit of measurement representing one item of output from any production building.
Production Cycle Time: Fixed duration a building requires to complete one full production cycle and output exactly 1t.
Efficiency: Modifier that changes production time per unit rather than output quantity. Higher efficiency means faster production.
Perfect Ratio: Mathematical balance where supplier production time matches processor consumption time, ensuring 100% building utilization.
Bottleneck: Production constraint where downstream buildings sit idle due to insufficient upstream material supply.
Overproduction: Excess raw material generation that creates waste through stockpiling and wasted workforce.
Hub-and-Spoke System: Trade route design using one central distribution island connected to multiple production islands.
Silent Collapse: Late-game production failure caused by workforce shortages in critical sectors cascading across multiple chains.
Throughput: The amount of goods produced or consumed per minute, calculated from cycle times and ratios.
Donkey Mill: Latium-specific building that processes wheat into flour for bread production.
Weaver's Hut: Albion-specific building that processes wool into cloth.
Conclusion
Mastering production ratios in Anno 117: Pax Romana transforms your economic management from reactive problem-solving to proactive strategic planning. By implementing the perfect ratios outlined in this guide, you'll create scalable, efficient economies that support military expansion and luxury goods production for higher-tier populations.
The key lies in balancing supplier production time with processor consumption time across both Latium and Albion provinces. Perfect ratios provide a stable foundation for expansion, allowing confident upgrading of housing tiers and unlocking new production chains without infrastructure collapse.
With these optimization strategies, you'll build an empire where every building operates at peak efficiency, every resource finds its purpose, and your population thrives on consistent, reliable production chains that support both domestic needs and profitable trade relationships across the Mediterranean world.
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