This is the Gramophone production chain in Anno 1800. This is a complex production chain that will require numerous buildings to complete it. The starting point of this chain is a Lumberjacks hut that will produce Wood that will go directly to the Marquetry Workshop for the production of Wood veneers. Once made the Wood Veneers will then go to the Gramophone Factory. On the other side of the chain you will need to produce Brass in the Brass Smeltery for the Gramophone Factory. This is done by having a Copper Mine and a Zinc Mine. These mines will lead into the Brass Smeltery that will produce the Brass for the Gramophone Factory.
What is produced
These are Gramophones. They become available at the Investor level and are a Luxury need of Investors. Gramophones when taken on expeditions will give you 20 bonus points to Diplomacy and 20 bonus points to Morale per 50 tons taken.

Buildings in this chain
In this section we will look at the different buildings in this chain. This is a complex production chain and will require a large amount of buildings for the production of Gramophones.
| Building | No. needed | Cost per building | Total cost |
|---|---|---|---|
| Lumberjacks hut | 1 | $100 Credits -10 Maintenance 5 Farmers | $100 Credits -10 Maintenance 5 Farmers |
| Copper Mine | 2 | $5000 Credits 8 Timber 15 Bricks 12 Steel Beams 10 Windows 10 Reinforced Concrete -250 Maintenance 25 Workers | $10000 Credits 16 Timber 30 Bricks 24 Steel Beams 20 Windows 20 Reinforced Concrete -500 Maintenance 50 Workers |
| Zinc Mine | 2 | $5000 Credits 8 Timber 15 Bricks 12 Steel Beams 10 Windows 10 Reinforced Concrete -250 Maintenance 25 Workers | $10000 Credits 16 Timber 30 Bricks 24 Steel Beams 20 Windows 20 Reinforced Concrete -500 Maintenance 50 Workers |
| Marquetry Workshop | 4 | $22000 Credits 10 Timber 20 Bricks 16 Steel Beams 15 Windows 15 Reinforced Concrete -750 Maintenance 150 Engineers | $88000 Credits 40 Timber 80 Bricks 64 Steel Beams 60 Windows 60 Reinforced Concrete -3000 Maintenance 600 Engineers |
| Brass Smeltery | 4 | $17000 Credits 8 Timber 15 Bricks 12 Steel Beams 10 Windows 10 Reinforced Concrete -250 Maintenance 25 Workers -10 Attractiveness | $68000 Credits 32 Timber 60 Bricks 48 Steel Beams 40 Windows 40 Reinforced Concrete -1000 Maintenance 100 Workers -40 Attractiveness |
| Gramophone Factory | 4 | $60000 Credits 10 Timber 20 Bricks 16 Steel Beams 15 Windows 15 Reinforced Concrete -1600 Maintenance 150 Engineers | $240000 Credits 40 Timber 80 Bricks 64 Steel Beams 60 Windows 60 Reinforced Concrete -6400 Maintenance 600 Engineers |
| Total | $416100 Credits 144 Timber 260 Bricks 224 Steel Beams 200 Windows 200 Reinforced Concrete 5 Farmers 200 Workers 1200 Engineers -40 Attractiveness |
Lumberjack’s Hut

In this first section we will be describing the lumberjacks hut. The lumberjacks hut will plant and harvest trees into raw wood for you. The Lumberjack’s hut will start producing Wood much quicker if the area you place the building in already has trees. If you place where there are no trees you will have to wait for them to be planted first.
To build a Lumberjack hut, you will need:
- $100 credits.
- 2 timber planks.
- a 3×3 tile space for the building, plus at least 205 tiles for the trees.
In addition to the construction costs, running a Lumberjack’s Hut also requires several ongoing resources:
- 5 farmers.
- $10 credits per minute for maintenance.
Once these conditions are met, the Lumberjack’s Hut will reliably produce four tons of wood every minute. As a result, you will have a steady supply for your production chains. Finally, this consistency helps keep your city growing without interruption.

- Function: Harvests raw wood from nearby forested tiles.
- Placement: Needs undeveloped, wooded tiles in its radius. If none exist, it will plant trees—but this takes time.
- Production Rate: 1 ton of wood every 15 seconds (4 tons per minute).
- Efficiency Tip: To keep the Lumberjack’s Hut at 100% productivity, make sure at least 205 of the 240 tiles in its radius stay free of roads or buildings. Next, ensure you have enough farmers to keep the hut staffed. As a result, both placement and workforce become key factors. Finally, by managing space and labour together, you can keep the hut running at maximum efficiency.
Copper Mine

This is the Copper Mine. You will need to place down Copper Mines on top of Copper deposits. The Copper Mine is one of two mines that are required for the production of Brass. When dealing with the Copper Mine you will have to locate which island have Copper on them and then either build the extra factories on these islands or transport the Copper to another island.
To build the Copper Mine it will cost you:
- $5000 Credits
- Timber 8
- Bricks 15
- Steel Beams 12
- Windows 10
- Reinforced Concrete 10
In addition to these construction costs you will also need to account for the following:
- 25 Workers
- 250 Credits per minute in Maintenance
When working at 100% the Copper Mine will produce two tons of Copper per minute. This will enable your production chains to run at maximum efficiency.

- Function: To mine Copper
- Placement: The Copper Mine can only be placed on islands that have Copper deposits available. You can only place the Copper Mine directly on top of these deposits.
- Production Rate: Produces two tons of Copper per minute.
Zinc Mine

This is the Zinc Mine it is placed directly on top of Zinc deposits that are located on some of the islands in Anno 1800. The Zinc Mine is one of two mines that are required for the production of Brass. If you can it is best to place both of these mines on the same island if possible. This will limit the amount of transportation that you will need to do.
To build the Zinc Mine it will cost:
- $5000 Credits
- Timber 8
- Bricks 15
- Steel Beams 12
- Windows 10
- Reinforced Concrete 10
In addition to these construction costs you will also need to account for the following:
- 25 Workers
- 250 Credits per minute in Maintenance
When working at 100% the Zinc Mine will produce two tons of Zinc per minute. This will enable your production chains to run at maximum efficiency.

- Function: To Mine Zinc.
- Placement: Can only be placed on top of Zinc deposits. On an island with Zinc available.
- Production rate: Will produce two tons of Zinc per minute.
- Region: Old world only.
- Unlocks at: 1 Engineer
Marquetry Workshop

This is the Marquetry Workshop in Anno 1800. It is a production building and it becomes available when you get 750 Investors. The Marquetry Workshop can be placed on any island in the Old World or the New World. It is used for the production Wood Veneers from Wood.
To build the Marquetry Workshop you will need:
$22000 Credits
10 Timber
20 Bricks
16 Steel Beams
15 Windows
15 Reinforced Concrete
You will also need to following running costs:
-750 Maintenance
150 Engineers
When these conditions are met the Marquetry Workshop will produce one ton of Wood Veneers every minute.

- Function: Converts Wood in to Wood Veneers
- Production rate: Produces one ton per minute
- Region: Old World and New World
- Unlocks at: 750 Investors
Brass Smeltery

This is the Brass Smeltery. It is used in Anno 1800 for the production of Brass. The Brass Smeltery can be placed on any island as their is no requirement for fertility or availability of items that it requires. It is best placed on to an island that has both Copper and Zinc as these are the items that it requires for the production of Brass. If these items are not available on the island then they will have to be transported there.
To build the Brass Smeltery it will cost you:
- $17000 Credits
- Timber 8
- Bricks 15
- Steel Beams 12
- Windows 10
- Reinforced Concrete 10
In addition to these costs you will also have to account for these running costs:
- 25 Workers
- -250 Credits per minute in maintenance
- -10 Attractiveness
When these conditions are met the Brass Smeltery will produce ton of Brass every 60 seconds.

- Function: To turn Copper and Zinc into Brass
- Placement: Can be placed anywhere
- Production rate: One ton of Brass every 60 seconds
- Regions: Old World
- Unlocks at: 1 Engineer
Gramophone Factory

This is the Gramophone Factory in Anno 1800. It is used for the production of Gramophones. It will produce one ton of Gramophones per minute. The Gramophone Factory will require one ton of Brass from the Brass Smeltery and one ton of Wood Veneers from the Marquetry Workshop every minute for the production of Gramophones. You will need to ensure that you have the Gramophone Factory connected to Electricity.
To build the Gramophone Factory you will need:
$60000 Credits
10 Timber
20 Bricks
16 Steel Beams
15 Windows
15 Reinforced Concrete
You will also need the following running costs:
-1600 Maintenance
150 Engineers
Once these condition are met you will reliably be able to produce one ton of Gramophones per minute.

- Function: Creates Gramophones
- Production rate: On ton per minute
- Limitations; Requires Electricity
- Region: Old World
- Unlocks at: 190 Investors
Tech Tree
This is the Tech Tree for the Gramophone production chain. As we can see the the Wood will lead into the Marquetry Workshop for the production of Wood Veneers. These will then go into the Gramophone Factory. On the other side of the Tech Tree we can see that we send the Copper from the Copper Mine and the Zinc from the Zinc Mine to the Brass Smeltery. Once Brass is produced this will then go to the Gramophone Factory for the production of Gramophones.

Layouts
Here we will be looking at the layout for the Gramophone production chain. This is a complex layout that requires numerous buildings for the production of Gramophones. As we can see the layout might have to be much more spread out than what we see her. For example the 4 Mines will have to be placed on to mine deposits. This layout will distribute straight form the mines in to the Brass Smeltery. The Brass will then go straight to the Gramophone Factory ready for the production of Gramophones. The Lumberjacks hut will then produce the Wood that will then go into the Marquetry Workshop. This will produce the Wood Veneers that are needed for the Gramophones production.

This layout will produce four tons of Gramophones per minute. This will supply 760 Investor residences or up to 38000 Investors.
Improving the productivity
Here we will look at how to improve the productivity of the Gramophone production chain. When you get to this level you will be able to use the Trade union. As you can see the layout is mainly the same as the layout above. We can see that the Trade unions have been placed close to the different sections of the chain. As we can see we can add items to any section of the production to improve that section or we can improve the whole of the production chain.

Lets now take a look at what items are available for each of the buildings in the chain.
Trade union items for Zinc and Copper Mines
| Item name | Effets | Rarity/Notes |
|---|---|---|
| Dynamite | 100% Productivity +50% Explosion Chance Duration:02:00:00 Destroyed after use | Common Expedition bonus – +3 Force +2 Naval Power |
| Miner | +20% Productivity | Common Expedition bonus – +10 Crafting |
| Big Box of Dynamite | +200% Productivity +100% Explosion Chance Duration:02:00:00 Destroyed after use | Uncommon Expedition bonus – +5 Force +4 Naval Power |
| Freight Elevator | +25% Productivity -15% Maintenance Cost +50% Explosion Chance | Uncommon |
| Ventilator | -50% Workforce | Uncommon Expedition bonus – +20 Crafting |
| First Rate Sapper | +50% Productivity -75% Workforce | Rare Expedition bonus – +30 Crafting +10 Force |
| Mad Mary, Dynamite Enthusiast | -35% Productivity +50% Workforce Needed +250% Maintenance Cost +50% Chance of Illness +50% Explosion Chance New Input The building now processes Dynamite. Extra Goods Occasionally produces extra output | Rare Expedition bonus – +25 Crafting +15 Force |
| Safety Elevator | +35% Productivity -25% Maintenance Cost +30% Explosion Chance | Rare |
| Micaela the Mining Engineer | -100% Maintenance Costs -100% Workforce | Epic Expedition bonus – +40 Crafting +20 Force |
| Simmons Electrifying Elevator | +40% Productivity -35% Maintenance Cost | Epic |
| Jörg von Malching, Augur of the Auric | +70% Productivity Extra Goods Occasionally produces extra Gold Ore Occasionally produces extra Oil | Legendary Expedition bonus – +50 Crafting +30 Force |
Trade union items for Brass Smeltery
This is a list of some of the best items for the Brass Smeltery
| Item name | Effects | Rarity/Notes |
|---|---|---|
| Calciner | +40% Productivity -3 Attractiveness +50% Chance of fire | Uncommon |
| Coal Permit | +25% Productivity +20% Attractiveness | Uncommon |
| Night Pollution Bye-Law | -10% Productivity -40% Attractiveness | Uncommon |
| Heavy Coal Permit | +40% Productivity +40% Attractiveness | Rare |
| Night and Day Pollution By-Law | -20% Productivity -60% Attractiveness | Rare |
| Reverberatory Furnace | +50% Productivity -2 Attractiveness +30% Chance of fire | Rare |
| Bechamel Converter | +60% Productivity -1 Attractiveness -50% Workforce | Epic |
| Green’s Law to Postpone The Apocalypse | -30% Productivity -80% Attractiveness | Epic |
| Lord Footprint’s Gargantuan Smokestack Act | +55% Productivity +660% Attractiveness | Epic |
Trade union items for the Lumberjack hut
This is a list of some of the best items for the Lumberjack hut:
| Item name | Effect | Rarity/Notes |
|---|---|---|
| Industrial thresher | +10% forest density, +40% productivity | Uncommon Expedition bonus – +10 crafting |
| Druids sickle | +30% productivity, +20% forest density | Rare Expedition bonus – +15 crafting |
| Teutonic Technical Secateurs | +40% productivity, +30% forest density | Epic Expedition bonus – +20 crafting |
| Aldea the forest warden | +3 attractiveness | Uncommon |
| Miss Rodriguez the conservationist | +40% productivity | Epic Expedition bonus – +40 crafting, +20 hunting |
| Vincent Drag saw | +50% productivity | Epic Expedition bonus – +20 crafting |
| Ursula Green Guardian of the forest | +50% productivity, +10% forest density | Legendary Expedition bonus – +45 crafting, +35 hunting, +25 navigation |
Trade union items for the Marquetry Workshop
This is a list of some of the best items for the Marquetry Workshop
Trade union items for the Gramophone Factory
This is a list of some of the best items for the Gramophone Factory
Using Electricity
Zinc Mine

When adding Electricity to the Zinc Mine it will double the output of the Mine. This is key as this could potentially mean that you can run this production chain with one Zinc Mine instead of two.
Copper Mine

When we add Electricity to the Copper Mine it will double the output of the Mine. This is key as this could mean that you can run this production chain with only one Copper Mine in stead of Two.
Lumberjacks Hut

The Lumberjacks Hut does not benefit from Electricity.
Brass Smeltery

When we add Electricity to the Brass Smeltery it will double the output of the Mine. One of the benefits of this is that you could down on the amount of Brass Smelteries that you need to place.
Marquetry Workshop

When we add Electricity to the Marquetry Workshop it will double its output. This means that you could only need half the amount of Marquetry Workshops to place down.
Gramophone Factory

The Gramophone Factory requires Electricity to function so will automatically get 200% productivity.