Anno 117: Pax Romana is a city-building game set in the Roman Empire, where you found towns and keep their people fed, safe and content. Nearly everything you do runs through buildings. Houses bring in workers and income, production sites make the goods residents need, and the rest cover public services, safety, religion and prestige. Knowing how these pieces fit together keeps a growing city from running short of money.
Showing 79 of 176 items.
Building Type
Production
Barley Farm
Grows Barley for brewing and other supply chains.
- Province
- Albion
- DLC
- Base game
- Building Type
- Arable Farm
- Build Cost
- 2 Timber; 1 Wattle & Daub
- Workforce
- Albion: 3 Waders
- Upkeep
- 4 Denarii
- Produces / Provides
- Produces 1 Barley per 1:00 cycle. Requires Fertility.
Flax Farm
Grows Flax for cloth and clothing production.
- Province
- Both
- DLC
- Base game
- Building Type
- Arable Farm
- Build Cost
- 1 Timber; 2 Tiles; 2 Concrete
- Workforce
- Latium: 3 Liberti; Albion: 3 Waders
- Upkeep
- 8 Denarii
- Produces / Provides
- Produces 1 Flax per 1:30 cycle. Requires Fertility.
Hemp Farm
Grows Hemp for rope and clothing production.
- Province
- Both
- DLC
- Base game
- Building Type
- Arable Farm
- Build Cost
- 2 Timber
- Workforce
- Latium: 3 Liberti; Albion: 3 Waders
- Upkeep
- 4 Denarii
- Produces / Provides
- Produces 1 Hemp per 1:00 cycle.
Oat Farm
Grows Oats for the Porridge Stand.
- Province
- Latium
- DLC
- Base game
- Building Type
- Arable Farm
- Build Cost
- 3 Timber
- Workforce
- Latium: 3 Liberti
- Upkeep
- 4 Denarii
- Produces / Provides
- Produces 1 Oats per 1:00 cycle.
Wheat Farm
Grows Wheat for milling and bread production.
- Province
- Both
- DLC
- Base game
- Building Type
- Arable Farm
- Build Cost
- 3 Timber; 1 Tiles
- Workforce
- Latium: 4 Liberti; Albion: 4 Waders
- Upkeep
- 6 Denarii
- Produces / Provides
- Produces 1 Wheat per 1:00 cycle.
Weaponsmith
Forges weapons for the island’s military.
- Province
- Both
- DLC
- Base game
- Building Type
- Armoury
- Build Cost
- 1 Timber; 3 Tiles
- Workforce
- Latium: 5 Plebeians; Albion: 5 Waders
- Upkeep
- 16 Denarii
- Produces / Provides
- Uses Coal, Iron; produces 1 Weapons per 1:30 cycle. Area effects: +1 Income, −2 Fire Safety.
Beaver Hatter
Makes fur hats for residents who want fine clothing.
- Province
- Albion
- DLC
- Base game
- Building Type
- Artisanal Studio
- Build Cost
- 2 Timber; 2 Wattle & Daub; 1 Granite
- Workforce
- Albion: 6 Aldermen
- Upkeep
- 14 Denarii
- Produces / Provides
- Uses Beavers, Saltwash; produces 1 Fur Hats per 2:00 cycle. Resident effects: +3 Income, +2 Happiness, +1 Health. Area effects: −1 Happiness, +1 Prestige.
Caelator
Crafts statuettes from marble and obsidian for wealthy residents.
- Province
- Latium
- DLC
- Prophecies of Ash
- Building Type
- Artisanal Studio
- Build Cost
- 3 Timber; 4 Tiles; 3 Concrete; 2 Marble
- Workforce
- Latium: 12 Equites
- Upkeep
- 28 Denarii
- Produces / Provides
- Uses Uncut Marble, Obsidian; produces 1 Statuettes per 3:00 cycle. Resident effects: +1 Population, +3 Income, +2 Belief. Area effects: −1 Health, +3 Prestige.
Fibularium
Makes brooches from metals for residents seeking luxury goods.
- Province
- Albion
- DLC
- Base game
- Building Type
- Artisanal Studio
- Build Cost
- 3 Timber; 2 Tiles
- Workforce
- Albion: 5 Mercators
- Upkeep
- 10 Denarii
- Produces / Provides
- Uses Coal, Silver; produces 1 Brooches per 2:00 cycle. Resident effects: +2 Income, +1 Belief. Area effects: +1 Population, +1 Income, +2 Fire Safety.
Glassblower
Turns glass and pigments into fine glass for luxury production.
- Province
- Latium
- DLC
- Base game
- Building Type
- Artisanal Studio
- Build Cost
- 3 Timber; 4 Tiles; 3 Concrete; 2 Marble
- Workforce
- Latium: 12 Equites
- Upkeep
- 26 Denarii
- Produces / Provides
- Uses Coal, Pigments, Glass; produces 1 Fine Glass per 2:00 cycle. Resident effects: +3 Income, +2 Prestige. Area effects: −2 Fire Safety, +2 Prestige.
Horner
Crafts drinking horns from Aurochs materials and Tin Ore.
- Province
- Albion
- DLC
- Base game
- Building Type
- Artisanal Studio
- Build Cost
- 3 Timber; 4 Wattle & Daub
- Workforce
- Albion: 3 Smiths
- Upkeep
- 12 Denarii
- Produces / Provides
- Uses Aurochs, Tin Ore; produces 1 Drinking Horns per 2:00 cycle. Resident effects: +1 Population, +2 Happiness. Area effects: +1 Income, +1 Happiness.
Jeweller
Makes necklaces from precious metals and minerals for affluent residents.
- Province
- Latium
- DLC
- Base game
- Building Type
- Artisanal Studio
- Build Cost
- 1 Timber; 3 Concrete; 3 Marble; 3 Mosaic
- Workforce
- Latium: 6 Patricians
- Upkeep
- 48 Denarii
- Produces / Provides
- Uses Coal, Minerals, Gold; produces 1 Necklaces per 1:30 cycle. Resident effects: +6 Income, +2 Prestige. Area effects: −2 Fire Safety, +3 Prestige.
Narcissium
Crafts hand mirrors from Seashells and Silver for wealthy households.
- Province
- Albion
- DLC
- Base game
- Building Type
- Artisanal Studio
- Build Cost
- 1 Timber; 2 Tiles; 3 Concrete
- Workforce
- Albion: 12 Nobles
- Upkeep
- 30 Denarii
- Produces / Provides
- Uses Coal, Seashells, Silver; produces 1 Handmirrors per 2:00 cycle. Resident effects: +2 Income, +2 Health, +2 Knowledge. Area effects: +2 Happiness, −2 Fire Safety.
Pileus Felter
Turns Sheep wool into simple caps for residents.
- Province
- Latium
- DLC
- Base game
- Building Type
- Artisanal Studio
- Build Cost
- 2 Timber
- Workforce
- Latium: 3 Liberti
- Upkeep
- 8 Denarii
- Produces / Provides
- Uses Sheep; produces 1 Pileus per 1:00 cycle. Resident effects: +1 Income, +1 Happiness. Area effects: +1 Income.
Wig Maker
Makes wigs for residents who want an elaborate look.
- Province
- Albion
- DLC
- Base game
- Building Type
- Artisanal Studio
- Build Cost
- 2 Timber; 2 Tiles; 2 Concrete
- Workforce
- Albion: 8 Nobles
- Upkeep
- 16 Denarii
- Produces / Provides
- Uses Horses, Head Piece; produces 1 Wigs per 1:30 cycle. Resident effects: +3 Income, −1 Fire Safety, +3 Prestige. Area effects: +1 Happiness, −1 Fire Safety.
Wire-Twister
Makes metal torcs for residents seeking Celtic-style jewelry.
- Province
- Albion
- DLC
- Base game
- Building Type
- Artisanal Studio
- Build Cost
- 2 Timber; 3 Wattle & Daub
- Workforce
- Albion: 3 Smiths
- Upkeep
- 10 Denarii
- Produces / Provides
- Uses Coal, Copper Ore; produces 1 Torcs per 1:30 cycle. Resident effects: +2 Income, +1 Prestige. Area effects: −2 Fire Safety, +2 Prestige.
Birrus Stitcher
Sews cloaks from wool and Celtic Green for residents.
- Province
- Albion
- DLC
- Base game
- Building Type
- Clothier
- Build Cost
- 2 Timber; 2 Wattle & Daub; 1 Granite
- Workforce
- Albion: 10 Aldermen
- Upkeep
- 24 Denarii
- Produces / Provides
- Uses Sheep, Celtic Green; produces 1 Cloaks per 1:00 cycle. Resident effects: +2 Population, +2 Income, +2 Health. Area effects: +2 Income, +2 Health.
Hosier
Makes dyed trousers for the city’s residents.
- Province
- Albion
- DLC
- Base game
- Building Type
- Clothier
- Build Cost
- 2 Timber; 2 Wattle & Daub
- Workforce
- Albion: 4 Smiths
- Upkeep
- 10 Denarii
- Produces / Provides
- Uses Sheep, Dye Plants; produces 1 Trousers per 1:30 cycle. Resident effects: +1 Population, +2 Income. Area effects: +1 Income, +1 Health.
Loom Weavery
Weaves fine togas from Cloth and Tyrian Purple.
- Province
- Latium
- DLC
- Base game
- Building Type
- Clothier
- Build Cost
- 1 Timber; 3 Tiles; 3 Concrete
- Workforce
- Latium: 6 Equites
- Upkeep
- 20 Denarii
- Produces / Provides
- Uses Cloth, Tyrian Purple; produces 1 Togas per 1:00 cycle. Resident effects: +2 Population, +3 Prestige. Area effects: +2 Income.
Sandal Maker
Makes Leather sandals for everyday wear.
- Province
- Latium
- DLC
- Base game
- Building Type
- Clothier
- Build Cost
- 2 Timber; 2 Tiles
- Workforce
- Latium: 3 Plebeians
- Upkeep
- 12 Denarii
- Produces / Provides
- Uses Leather; produces 1 Sandals per 2:00 cycle. Resident effects: +1 Population, +2 Income. Area effects: +1 Income.
Shoe Weaver
Makes reed shoes for residents in Albion.
- Province
- Albion
- DLC
- Base game
- Building Type
- Clothier
- Build Cost
- 3 Timber
- Workforce
- Albion: 2 Waders
- Upkeep
- 8 Denarii
- Produces / Provides
- Uses Reeds; produces 1 Reed Shoes per 2:00 cycle. Resident effects: +1 Income, +1 Health. Area effects: +1 Happiness.
Spinner
Spins Hemp into tunics for residents.
- Province
- Both
- DLC
- Base game
- Building Type
- Clothier
- Build Cost
- 2 Timber
- Workforce
- Latium: 3 Liberti; Albion: 2 Waders
- Upkeep
- 8 Denarii
- Produces / Provides
- Uses Hemp; produces 1 Tunics per 1:00 cycle. Resident effects: +2 Income. Area effects: +1 Income; Sewing Circles research adds +1 Knowledge.
Donkey Mill
Mills Wheat into Flour, with the Albion mill taking longer to process it.
- Province
- Albion
- DLC
- Base game
- Building Type
- Extractor
- Build Cost
- 1 Timber; 3 Tiles
- Workforce
- Albion: 3 Mercators
- Upkeep
- 8 Denarii
- Produces / Provides
- Uses Wheat; produces 1 Flour per 1:00 cycle. Albion version - has double processing time compared to Latium version.
Dye Works
Extracts Tyrian Purple dye from Murex Snails.
- Province
- Latium
- DLC
- Base game
- Building Type
- Extractor
- Build Cost
- 1 Timber; 4 Tiles; 2 Concrete
- Workforce
- Latium: 8 Equites
- Upkeep
- 12 Denarii
- Produces / Provides
- Uses Murex Snails; produces 1 Tyrian Purple per 2:00 cycle. Area effects: −3 Happiness.
Fish Gutter
Processes Sturgeon into Caviar for luxury dishes.
- Province
- Latium
- DLC
- Base game
- Building Type
- Extractor
- Build Cost
- 2 Timber; 2 Tiles; 1 Concrete; 1 Marble
- Workforce
- Latium: 6 Patricians
- Upkeep
- 30 Denarii
- Produces / Provides
- Uses Sturgeon; produces 1 Caviar per 0:45 cycle.
Grain Mill
Grinds Wheat into Flour at a river slot.
- Province
- Latium
- DLC
- Base game
- Building Type
- Extractor
- Build Cost
- 2 Timber; 2 Tiles
- Workforce
- Latium: 4 Plebeians
- Upkeep
- 12 Denarii
- Produces / Provides
- Uses Wheat; produces 1 Flour per 0:20 cycle. Requires River Slot.
Greenhands
Makes Celtic Green dye from Dye Plants and Copper Ore.
- Province
- Albion
- DLC
- Base game
- Building Type
- Extractor
- Build Cost
- 1 Timber; 2 Wattle & Daub; 1 Granite
- Workforce
- Albion: 8 Aldermen
- Upkeep
- 20 Denarii
- Produces / Provides
- Uses Dye Plants, Copper Ore; produces 1 Celtic Green per 1:30 cycle.
Mineral Crusher
Crushes Minerals into Pigments for dyeing and decorative goods.
- Province
- Latium
- DLC
- Base game
- Building Type
- Extractor
- Build Cost
- 1 Timber; 3 Tiles; 2 Concrete; 2 Marble
- Workforce
- Latium: 4 Plebeians
- Upkeep
- 10 Denarii
- Produces / Provides
- Uses Minerals; produces 1 Pigments per 1:00 cycle. Area effects: −3 Health.
Renderer
Processes Pigs into Lard for cooking and manufacturing.
- Province
- Both
- DLC
- Base game
- Building Type
- Extractor
- Build Cost
- 1 Timber; 2 Tiles
- Workforce
- Latium: 3 Plebeians; Albion: 3 Mercators
- Upkeep
- 10 Denarii
- Produces / Provides
- Uses Coal, Pigs; produces 1 Lard per 1:00 cycle. Area effects: −2 Happiness, −2 Fire Safety.
Salt Ponds
Collects Salt from ponds along the harbor.
- Province
- Latium
- DLC
- Base game
- Building Type
- Extractor
- Build Cost
- 2 Timber; 2 Tiles
- Workforce
- Latium: 4 Plebeians
- Upkeep
- 8 Denarii
- Produces / Provides
- Produces 1 Salt per 0:30 cycle. Requires Harbour Area.
Saltwort Burner
Processes Saltwort into Saltwash for crafting.
- Province
- Albion
- DLC
- Base game
- Building Type
- Extractor
- Build Cost
- 1 Timber; 2 Wattle & Daub; 1 Granite
- Workforce
- Albion: 6 Aldermen
- Upkeep
- 10 Denarii
- Produces / Provides
- Uses Coal, Saltwort; produces 1 Saltwash per 1:00 cycle.
Tongue Plucker
Prepares Small Birds into Bird Tongues for gourmet meals.
- Province
- Albion
- DLC
- Base game
- Building Type
- Extractor
- Build Cost
- 3 Timber; 2 Tiles; 1 Concrete
- Workforce
- Albion: 3 Mercators
- Upkeep
- 16 Denarii
- Produces / Provides
- Uses Small Birds; produces 1 Bird Tongues per 2:00 cycle. Area effects: −2 Happiness.
Eel Grabber
Catches Eels in marshland for local food supplies.
- Province
- Albion
- DLC
- Base game
- Building Type
- Fishery
- Build Cost
- 2 Timber
- Workforce
- Albion: 3 Waders
- Upkeep
- 6 Denarii
- Produces / Provides
- Produces 1 Eels per 1:00 cycle. Resident effects: +1 Population, +1 Income. Requires Marshland.
Fishing Hut
Catches Sardines for residents and harbor-side trade.
- Province
- Latium
- DLC
- Base game
- Building Type
- Fishery
- Build Cost
- 2 Timber
- Workforce
- Latium: 4 Liberti
- Upkeep
- 6 Denarii
- Produces / Provides
- Produces 1 Sardines per 1:00 cycle. Resident effects: +1 Population, +1 Income. Area effects: +3 Income with Fish Markets research. Requires Harbour Area.
Oyster Bed
Raises Oysters in coastal water for luxury meals.
- Province
- Latium
- DLC
- Base game
- Building Type
- Fishery
- Build Cost
- 4 Timber; 3 Tiles; 2 Concrete
- Workforce
- Latium: 5 Liberti
- Upkeep
- 12 Denarii
- Produces / Provides
- Produces 1 Oysters per 1:30 cycle. Requires Harbour Area.
Scomber's Shack
Catches Mackerel for food and fish-based goods.
- Province
- Latium
- DLC
- Base game
- Building Type
- Fishery
- Build Cost
- 2 Timber; 1 Tiles
- Workforce
- Latium: 4 Liberti
- Upkeep
- 8 Denarii
- Produces / Provides
- Produces 1 Mackerel per 1:00 cycle. Requires Harbour Area.
Sturgeon Hatchery
Raises Sturgeon near a river for Caviar production.
- Province
- Latium
- DLC
- Base game
- Building Type
- Fishery
- Build Cost
- 2 Timber; 2 Tiles; 1 Concrete
- Workforce
- Latium: 2 Liberti
- Upkeep
- 12 Denarii
- Produces / Provides
- Produces 1 Sturgeon per 1:30 cycle. Requires River Slot.
Charcoal Burner
Burns wood into Coal for fuel and production chains.
- Province
- Both
- DLC
- Base game
- Building Type
- Forest Camp
- Build Cost
- 3 Timber
- Workforce
- Latium: 4 Plebeians; Albion: 4 Waders
- Upkeep
- 8 Denarii
- Produces / Provides
- Produces 1 Coal per 0:30 cycle. Area effects: −3 Health, −3 Fire Safety. Requires Forest Area.
Resin Trapper
Collects Resin from woodland for manufacturing.
- Province
- Both
- DLC
- Base game
- Building Type
- Forest Camp
- Build Cost
- 2 Timber; 2 Tiles
- Workforce
- Latium: 3 Plebeians; Albion: 3 Mercators
- Upkeep
- 8 Denarii
- Produces / Provides
- Produces 1 Resin per 1:00 cycle. Requires Forest Area.
Sandarac Nursery
Grows Sandarac trees for crafting materials.
- Province
- Latium
- DLC
- Base game
- Building Type
- Forest Camp
- Build Cost
- 2 Timber; 3 Tiles; 1 Concrete
- Workforce
- Latium: 3 Liberti
- Upkeep
- 8 Denarii
- Produces / Provides
- Produces 1 Sandarac Wood per 1:30 cycle. Requires Fertility.
Woodcutter
Fells trees to supply Wood for the settlement.
- Province
- Both
- DLC
- Base game
- Building Type
- Forest Camp
- Build Cost
- 100 Denarii
- Workforce
- Latium: 3 Liberti; Albion: 3 Waders
- Upkeep
- 4 Denarii
- Produces / Provides
- Produces 1 Wood per 0:30 cycle. Requires Forest Area.
Apiary
Keeps bees in meadows to supply Honeycombs.
- Province
- Both
- DLC
- Base game
- Building Type
- Gatherer
- Build Cost
- 1 Timber; 2 Tiles; 2 Concrete
- Workforce
- Latium: 3 Liberti; Albion: 3 Waders
- Upkeep
- 14 Denarii
- Produces / Provides
- Produces 1 Honeycombs per 0:45 cycle. Requires Meadow Area.
Cockle Picker
Gathers Cockles along the shore for food and trade.
- Province
- Albion
- DLC
- Base game
- Building Type
- Gatherer
- Build Cost
- 3 Timber
- Workforce
- Albion: 4 Waders
- Upkeep
- 6 Denarii
- Produces / Provides
- Produces 1 Cockles per 0:45 cycle. Resident effects: +3 Income. Area effects: +3 Income with Fish Markets research. Requires Harbour Area.
Reed Gatherer
Harvests Reeds in marshes for building and crafting.
- Province
- Albion
- DLC
- Base game
- Building Type
- Gatherer
- Build Cost
- 2 Timber
- Workforce
- Albion: 4 Waders
- Upkeep
- 2 Denarii
- Produces / Provides
- Produces 1 Reeds per 1:00 cycle. Requires Marshland.
Saltwort Picker
Gathers coastal Saltwort for Saltwash production.
- Province
- Albion
- DLC
- Base game
- Building Type
- Gatherer
- Build Cost
- 1 Timber; 1 Wattle & Daub; 1 Granite
- Workforce
- Albion: 3 Waders
- Upkeep
- 8 Denarii
- Produces / Provides
- Produces 1 Saltwort per 1:30 cycle. Requires Harbour Area.
Shell Gatherer
Collects Seashells for jewelry and other luxury crafts.
- Province
- Albion
- DLC
- Base game
- Building Type
- Gatherer
- Build Cost
- 2 Timber; 2 Tiles; 3 Concrete
- Workforce
- Albion: 10 Nobles
- Upkeep
- 20 Denarii
- Produces / Provides
- Produces 1 Seashells per 0:45 cycle. Requires Harbour Area.
Beaver Trapper
Traps Beavers in marshland for the fur trade.
- Province
- Albion
- DLC
- Base game
- Building Type
- Hunting Cabin
- Build Cost
- 3 Timber; 1 Wattle & Daub
- Workforce
- Albion: 3 Waders
- Upkeep
- 8 Denarii
- Produces / Provides
- Produces 1 Beavers per 1:30 cycle. Requires Marshland.
Bird Charmer
Catches marshland birds for cooking and other goods.
- Province
- Albion
- DLC
- Base game
- Building Type
- Hunting Cabin
- Build Cost
- 2 Timber; 1 Tiles; 1 Concrete
- Workforce
- Albion: 6 Nobles
- Upkeep
- 12 Denarii
- Produces / Provides
- Produces 1 Small Birds per 1:30 cycle. Requires Marshland.
Horsecatcher
Captures wild Ponies for chariots and horse breeding.
- Province
- Albion
- DLC
- Base game
- Building Type
- Hunting Cabin
- Build Cost
- 1 Timber; 1 Wattle & Daub; 1 Granite
- Workforce
- Albion: 12 Aldermen
- Upkeep
- 8 Denarii
- Produces / Provides
- Produces 1 Ponies per 1:30 cycle. Requires Meadow Area.
Bakery
Bakes Bread from Flour for residents’ food needs.
- Province
- Both
- DLC
- Base game
- Building Type
- Kitchen
- Build Cost
- 1 Timber; 3 Tiles
- Workforce
- Latium: 3 Plebeians; Albion: 3 Mercators
- Upkeep
- 14 Denarii
- Produces / Provides
- Uses Coal, Flour; produces 1 Bread per 1:00 cycle. Resident effects: +3 Population, +1 Income. Area effects: +2 Income, −2 Fire Safety. This version use Grain Mill instead of Donkey Mill.; This version use Donkey Mill instead of Grain Mill.
Dairy
Turns Aurochs milk into Cheese for residents.
- Province
- Albion
- DLC
- Base game
- Building Type
- Kitchen
- Build Cost
- 2 Timber; 2 Wattle & Daub
- Workforce
- Albion: 4 Smiths
- Upkeep
- 10 Denarii
- Produces / Provides
- Uses Aurochs; produces 1 Cheese per 2:00 cycle. Resident effects: +2 Population, +1 Income. Area effects: +2 Happiness.
Earth Oven
Cooks Roast Beef from Aurochs for residents’ meals.
- Province
- Albion
- DLC
- Base game
- Building Type
- Kitchen
- Build Cost
- 2 Timber; 2 Wattle & Daub; 1 Granite
- Workforce
- Albion: 8 Aldermen
- Upkeep
- 16 Denarii
- Produces / Provides
- Uses Coal, Aurochs, Saltwort; produces 1 Roast Beef per 2:00 cycle. Resident effects: +3 Population, +2 Income. Area effects: +1 Population, +1 Income, −2 Fire Safety.
Epicure of Air
Prepares Bird Tongues in Aspic as a gourmet dish.
- Province
- Both
- DLC
- Base game
- Building Type
- Kitchen
- Build Cost
- 2 Timber; 2 Tiles; 2 Concrete
- Workforce
- Albion: 12 Nobles
- Upkeep
- 22 Denarii
- Produces / Provides
- Uses Bird Tongues, Lard; produces 1 Bird Tongues in Aspic per 1:30 cycle. Resident effects: +4 Income, −2 Happiness, +3 Prestige. Area effects: +1 Income, +1 Happiness.
Epicure of Water
Combines Oysters and Caviar into a luxury dish.
- Province
- Latium
- DLC
- Base game
- Building Type
- Kitchen
- Build Cost
- 2 Timber; 2 Tiles; 1 Concrete; 2 Marble; 1 Mosaic
- Workforce
- Latium: 12 Patricians
- Upkeep
- 40 Denarii
- Produces / Provides
- Uses Oysters, Caviar; produces 1 Oysters with Caviar per 1:00 cycle. Resident effects: +3 Population, +3 Income, +2 Health. Area effects: +1 Population, +1 Health.
Porridge Stand
Cooks Oats into a simple meal for residents.
- Province
- Latium
- DLC
- Base game
- Building Type
- Kitchen
- Build Cost
- 2 Timber
- Workforce
- Latium: 2 Liberti
- Upkeep
- 8 Denarii
- Produces / Provides
- Uses Oats; produces 1 Porridge per 1:00 cycle. Resident effects: +2 Population.
Salsicium
Makes sausages from Pigs and Herbs for residents.
- Province
- Albion
- DLC
- Base game
- Building Type
- Kitchen
- Build Cost
- 1 Timber; 2 Tiles
- Workforce
- Albion: 4 Mercators
- Upkeep
- 14 Denarii
- Produces / Provides
- Uses Coal, Pigs, Herbs; produces 1 Sausages per 1:00 cycle. Resident effects: +2 Population, +1 Happiness. Area effects: +1 Population, +1 Income, −2 Fire Safety.
Horse Breeder
Raises Horses for chariots and military units.
- Province
- Both
- DLC
- Base game
- Building Type
- Livestock Farm
- Build Cost
- 1 Timber; 3 Tiles; 2 Concrete
- Workforce
- Latium: 6 Equites; Albion: 6 Nobles
- Upkeep
- 16 Denarii
- Produces / Provides
- Produces 1 Horses per 2:00 cycle. Area effects: +1 Happiness, −1 Health.
Ochs Farm
Raises Aurochs for dairy and food production.
- Province
- Albion
- DLC
- Base game
- Building Type
- Livestock Farm
- Build Cost
- 3 Timber; 2 Wattle & Daub
- Workforce
- Albion: 4 Waders
- Upkeep
- 4 Denarii
- Produces / Provides
- Produces 1 Aurochs per 1:00 cycle. Area effects: −2 Health. Requires Marshland.
Pig Farm
Raises Pigs for food, leather, and other supply chains.
- Province
- Both
- DLC
- Base game
- Building Type
- Livestock Farm
- Build Cost
- 1 Timber; 2 Tiles
- Workforce
- Latium: 3 Liberti; Albion: 3 Waders
- Upkeep
- 6 Denarii
- Produces / Provides
- Produces 1 Pigs per 0:30 cycle. Area effects: −2 Health.
Sheep Farm
Raises Sheep for wool and other goods.
- Province
- Both
- DLC
- Base game
- Building Type
- Livestock Farm
- Build Cost
- 2 Timber
- Workforce
- Latium: 3 Liberti; Albion: 3 Waders
- Upkeep
- 4 Denarii
- Produces / Provides
- Produces 1 Sheep per 0:30 cycle.
Snailery
Raises Murex Snails for Tyrian Purple production.
- Province
- Latium
- DLC
- Base game
- Building Type
- Livestock Farm
- Build Cost
- 3 Timber; 3 Tiles; 1 Concrete
- Workforce
- Latium: 5 Liberti
- Upkeep
- 10 Denarii
- Produces / Provides
- Produces 1 Murex Snails per 1:30 cycle. Requires Harbour Area.
Coal Mine
Mines Coal from mountain slots to supply fuel for production.
- Province
- Both
- DLC
- Prophecies of Ash
- Building Type
- Mine
- Build Cost
- 2 Timber; 2 Tiles
- Workforce
- Latium: 5 Plebeians; Albion: 5 Waders
- Upkeep
- 10 Denarii in each province
- Produces / Provides
- Mines Coal. Its −2 Production area effect applies to all buildings.
Copper Mine
Mines Copper Ore for metalworking and Bronze production.
- Province
- Albion
- DLC
- Base game
- Building Type
- Mine
- Build Cost
- 2 Timber; 2 Wattle & Daub
- Workforce
- Albion: 5 Smiths
- Upkeep
- 4 Denarii
- Produces / Provides
- Produces 1 Copper Ore per 0:30 cycle. Area effects: −2 Health. Requires Mountain Slot.
Gold Mine
Extracts Gold Ore from mountain deposits for refining and crafting.
- Province
- Latium
- DLC
- Base game
- Building Type
- Mine
- Build Cost
- 2 Timber; 1 Tiles; 1 Concrete
- Workforce
- Latium: 5 Plebeians
- Upkeep
- 20 Denarii
- Produces / Provides
- Produces Gold Ore. Area effects: −2 Health. Requires a Gold Ore deposit (Mountain Slot).
Iron Mine
Mines Iron Ore for tools, weapons, and construction supplies.
- Province
- Both
- DLC
- Base game
- Building Type
- Mine
- Build Cost
- 2 Timber; 2 Tiles
- Workforce
- Latium: 5 Plebeians; Albion: 5 Waders
- Upkeep
- 10 Denarii
- Produces / Provides
- Produces 1 Iron Ore per 0:30 cycle. Area effects: −2 Health. Requires Mountain Slot.
Silver Mine
Mines Silver Ore for metalwork and luxury goods.
- Province
- Albion
- DLC
- Base game
- Building Type
- Mine
- Build Cost
- 2 Timber; 2 Tiles
- Workforce
- Albion: 5 Mercators
- Upkeep
- 10 Denarii
- Produces / Provides
- Produces 1 Silver Ore per 0:30 cycle. Area effects: −2 Health. Requires Mountain Slot.
Tin Mine
Mines Tin Ore for Bronze production.
- Province
- Albion
- DLC
- Base game
- Building Type
- Mine
- Build Cost
- 2 Timber; 2 Wattle & Daub
- Workforce
- Albion: 5 Smiths
- Upkeep
- 4 Denarii
- Produces / Provides
- Produces 1 Tin Ore per 0:30 cycle. Area effects: −2 Health. Requires Mountain Slot.
Clay Pit
Digs Clay from river slots for pottery and building materials.
- Province
- Latium
- DLC
- Base game
- Building Type
- Pit
- Build Cost
- 2 Timber
- Workforce
- Latium: 3 Plebeians
- Upkeep
- 8 Denarii
- Produces / Provides
- Produces 1 Clay per 0:30 cycle. Requires River Slot.
Gold Washer
Washes river deposits to recover Gold Ore.
- Province
- Latium
- DLC
- Base game
- Building Type
- Pit
- Build Cost
- 2 Timber; 2 Tiles; 2 Concrete
- Workforce
- Latium: 4 Plebeians
- Upkeep
- 20 Denarii
- Produces / Provides
- Produces 1 Gold Ore per 4:00 cycle. Requires River Slot.
Mud Drier
Dries marsh mud for construction and Albion pottery.
- Province
- Albion
- DLC
- Base game
- Building Type
- Pit
- Build Cost
- 3 Timber
- Workforce
- Albion: 3 Waders
- Upkeep
- 4 Denarii
- Produces / Provides
- Produces 1 Mud per 1:30 cycle. Requires Marshland.
Sand Refinery
Refines coastal Silica for glassmaking.
- Province
- Both
- DLC
- Base game
- Building Type
- Pit
- Build Cost
- 3 Timber; 2 Tiles
- Workforce
- Latium: 5 Plebeians; Albion: 5 Mercators
- Upkeep
- 10 Denarii
- Produces / Provides
- Produces 1 Silica per 0:45 cycle. Requires Harbour Area.
Herb Garden
Grows Herbs for cooking and household goods.
- Province
- Albion
- DLC
- Base game
- Building Type
- Plantation
- Build Cost
- 1 Timber; 2 Tiles
- Workforce
- Albion: 3 Waders
- Upkeep
- 6 Denarii
- Produces / Provides
- Produces 1 Herbs per 1:30 cycle. Area effects: +1 Health. Requires Fertility.
Lavender Farm
Grows Lavender for soap and other household goods.
- Province
- Latium
- DLC
- Base game
- Building Type
- Plantation
- Build Cost
- 2 Timber; 2 Tiles
- Workforce
- Latium: 4 Liberti
- Upkeep
- 6 Denarii
- Produces / Provides
- Produces 1 Lavender per 2:00 cycle. Area effects: +1 Happiness. Requires Fertility.
Olive Grower
Grows Olives for pressing into Olive Oil.
- Province
- Latium
- DLC
- Base game
- Building Type
- Plantation
- Build Cost
- 1 Timber; 3 Tiles
- Workforce
- Latium: 4 Liberti
- Upkeep
- 6 Denarii
- Produces / Provides
- Produces 1 Olives per 2:00 cycle. Requires Fertility.
Vineyard
Grows Grapes for wine production, with research expanding where it can be planted.
- Province
- Both
- DLC
- Base game
- Building Type
- Plantation
- Build Cost
- 2 Timber; 3 Tiles; 1 Concrete
- Workforce
- Latium: 3 Liberti; Albion: 3 Waders
- Upkeep
- 8 Denarii
- Produces / Provides
- Produces Grapes every 1:30 in Latium and every 3:00 in Albion. Research Vino Veritas to grow it on any island; requires Fertility.
Weld Crop
Grows Dye Plants for coloring goods and crafting.
- Province
- Albion
- DLC
- Base game
- Building Type
- Plantation
- Build Cost
- 1 Timber; 1 Wattle & Daub
- Workforce
- Albion: 3 Waders
- Upkeep
- 4 Denarii
- Produces / Provides
- Produces 1 Dye Plants per 1:00 cycle. Requires Fertility.
Granite Quarry
Quarries Granite Blocks from mountain deposits for construction.
- Province
- Albion
- DLC
- Base game
- Building Type
- Quarry
- Build Cost
- 2 Timber; 2 Wattle & Daub
- Workforce
- Albion: 5 Smiths
- Upkeep
- 8 Denarii
- Produces / Provides
- Produces Granite Blocks. Area effects: −2 Health. Requires a Granite deposit (Mountain Slot).
Limestone Quarry
Quarries Limestone for concrete and building materials.
- Province
- Both
- DLC
- Base game
- Building Type
- Quarry
- Build Cost
- 2 Timber; 1 Tiles
- Workforce
- Latium: 5 Plebeians; Albion: 5 Mercators
- Upkeep
- 12 Denarii
- Produces / Provides
- Produces 1 Limestone per 0:30 cycle. Area effects: −2 Health. Requires Mountain Slot.
Marble Quarry
Extracts Uncut Marble for stoneworking and sculpture.
- Province
- Latium
- DLC
- Base game
- Building Type
- Quarry
- Build Cost
- 2 Timber; 1 Tiles; 2 Concrete
- Workforce
- Latium: 5 Plebeians
- Upkeep
- 16 Denarii
- Produces / Provides
- Produces 1 Uncut Marble per 1:00 cycle. Area effects: −2 Health. Requires Mountain Slot.
Roads, Warehouses and Trading Posts
Every building you place has to connect to a road before it can run, so roads are the first thing to plan around. They carry residents to their jobs, and they let production sites pass goods along to each other or to a warehouse. Leave room for them when you lay out a district, because a building without a road link won't work at all.
The trading post is the hub of your network. Production buildings need to sit within range of a trading post or a warehouse to be fully connected to it. Finished goods are stored in a warehouse or at the trading post, so warehouses are among the most important buildings in the game. Plan for them early instead of adding them as an afterthought.
Housing and Residences: How Your Population Grows
Residences are the foundation of your city. Your first residents are Liberti in Latium and Waders in Albion, and they need food, public services and fashion before they can advance. You only need one option from each category, not all of them.
Food comes from a fishing hut or a porridge stand. Fashion comes from tunics or pileus, and tunics come from a hemp farm paired with a spinner.
Once every category has at least one need met, the residence can upgrade to the next tier, which in Latium is Plebeians. Upgrading swaps out the Liberti who lived there, so keep building new Liberti housing or your workforce will run short. Building more residences and keeping their needs met is the most dependable way to raise your income.
Public Services
Public services are what make a neighborhood livable. A home counts as covered when it falls inside a service building's range, and a Market or Tavern placed near the homes covers the public services need. Public services and Marvels also have an area effect that raises population nearby, so they do more than meet needs. Other public services include the Bardic Hearth, the Theatre, the Temple and the Library.
City Watch Buildings: Fire, Health and Happiness
City Watch buildings keep a crowded city running. Vigiles raise fire safety in the area around them, Custodes and, in Latium, the Custodia raise happiness, and Medici improve health. Each one only works well near other buildings, so place them in built-up areas rather than out on their own. Most of them open with the second population tier, so they arrive a little after your first houses.
Vigiles usually deserve the first spot, because fire is the risk most crowded cities run into early. Custodes and Custodia can wait a while, since content residents are less likely to cause trouble to begin with. Wells, which come from research, add more fire protection later on.
Production Buildings and Their Side Effects
Production buildings turn raw resources into the goods residents need, and most chains start with timber. You can't gather finished timber directly. Build a Woodcutter in a dense forest to gather wood, then a Sawmill to turn that wood into timber. Nearly everything needs timber, so get this chain running early.
Some production buildings change the neighborhood around them. A Charcoal Burner lowers health and fire safety nearby, so build it as far from other buildings as you can. The Spinner works the other way by raising the income of buildings in its area, which makes it a good fit for a dense residential district.
Barracks, Siege Workshops and Troops
The Barracks is the first building for recruiting troops, and it unlocks early, once your residents reach Plebeians. Most infantry and ranged troops come from it, starting with Auxilia spearmen. Auxilia need weapons, so you'll need a metalworking chain of furnaces, smiths, and iron and coal mining first. Legionaries come later through research, and they need costly armor.
Cavalry trains at the Equitum Campus, which also builds Albion's Chariots. The Siege Workshop comes later, once Equites appear in your population, and it builds both siege engines. Scorpios throw spears at enemy formations, while Onagers are the ones to bring against fortifications.
Shipyards and Island Defenses
The Shipyard builds your ships. Ships are assembled from hulls and modules, and bigger hulls have more module slots but speed up more slowly. A navy does two useful jobs. It can knock out the defenses guarding a landing spot, and it can intercept enemy transport ships before they reach your shore.
Walls and towers defend your island. Wooden palisades and defense towers are the early options. Stone walls come through research and need real artillery to bring down, and towers fire back at invaders and slow their advance until your own forces arrive. They protect the parts of an island where its important residents live, not necessarily the whole island. Fortifications alone won't stop an invasion, so pair them with a navy and an army.
Special Buildings: Governor's Villa and Grammaticus
The Governor's Villa is the main building on each island. Specialists you place in it apply their effects to the buildings within its area. Capturing an enemy island also means taking its villa, since destroying the trading post alone isn't enough.
The Grammaticus is the main source of Knowledge, which pays for research. It opens at the second population tier, and how much Knowledge it makes depends on how many buildings sit in its area. Place it among homes and other buildings so that area fills up.
Shrines and Patron Gods
Shrines tie your city to a patron god. Each island has a local patron, and the god with the most devotion across your empire becomes the dominant one, which applies to every province. Each god brings a different bonus. Ceres boosts food and drink output and adds population from residences. Mars boosts weapon, armor and resource output, and newly recruited troops get higher morale. Minerva boosts textile and clothing output and adds Knowledge from residences.
Devotion scales these bonuses, so they grow as your devotion does. Shrines to other gods still help by buffing nearby buildings and lifting attributes such as fire safety, happiness and income.
Monuments: The Amphitheater, Hippodrome and Marvels
Monuments are late-game projects. They take large amounts of resources, workforce and time, and they make your city more prestigious and attractive in return.
The Amphitheater is built in stages, and you can start it once your residents reach Patricians, the top tier in Latium. Once it's finished, it raises population, happiness and prestige across a large area, and it hosts gladiator games and naumachiae, which are staged sea battles. Each island can hold one.
The Hippodrome is the second expansion for Anno 117, released in August 2026. It's a monument for chariot races, built in stages from the foundation up through the stands, decorations and VIP lodges. Once it's running, it fills the Patricians' Marvels need across the whole island, and its effects grow as its splendor rises. At some splendor levels, Equites and Patricians also need horses, and newly trained cavalry get a boost.
Forums and Baths also count as Marvels.
Which Buildings to Build First
Start with the timber chain and roads. The Woodcutter and Sawmill come first because nearly everything needs timber. Roads, a trading post and residences follow so workers and goods can reach the places that use them.
Next come the basics that keep residents content: a food source, a Market or Tavern, and a Vigiles station for fire. Warehouses expand as your production grows.
The Barracks, Siege Workshop and Shipyard wait until your residents and your island's needs call for them. Shrines and monuments can wait until the basics are running smoothly.
FAQ
What are gladiator games and naumachiae in Anno 117?
They're events the Amphitheater hosts once it's finished. There are three levels, from local gladiator games up to grand gladiator games and the great naumachia. Bigger events need luxury goods along with gladiator gear and food for nobles, and the naumachia needs an aqueduct cistern nearby.
Goods have to reach the arena before each event starts, and larger events cost more money and need more Patrician workforce. Hosting one lifts population happiness and parts of your economy. Repeating the same type unlocks better rewards, though those rewards expire unless you host another event.
How do I stop a Charcoal Burner from hurting nearby homes?
Place Vigiles and Medici within range of the Burner. Vigiles raise the fire safety the Burner lowers, and Medici raise the health it costs, so the pair offsets much of the penalty.

