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  3. Anno 117: Pax Romana>
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All 176 Buildings and What They Do in Anno 117: Pax Romana

Updated on November 1, 2026 (3 days ago)

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.

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Showing 79 of 176 items.

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Building Type

Production

114 items

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.
CMCoal Mine

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.
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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

Q.

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.

Q.

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.

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