To begin with, creating Advanced Weapons in Anno 1800 is a complex production chain. To start this production chain the first thing that you will need is a Pig Farm, once you have placed this down you then also need a Rendering Works to process the Pigs into Tallow. Once these two have been placed you will then need to build some Saltpetre Works. When we combine the Tallow and the Saltpetre in to the Dynamite Factory for the production of Dynamite. This Dynamite will then lead into the Heavy Weapons Factory. Dynamite is one of the items that that this Factory requires. The next thing that the Heavy Weapons Factory requires is is Steel. To produce Steel you will need to place down a Coal Mine and an Iron Mine. These then go into the Furnace to produce the Steel. This then goes into the Heavy Weapons Factory along with the Dynamite.
What is produced
In this production chain you will be producing Advanced Weapons. Advanced Weapons are only used for the construction of military equipment. Once you have got Advanced Weapons you will then be able to build Big Betty and also steam military ships such as Battle Cruiser and the Monitor. Advanced Weapons can be used on expedition and will give you 30 bonus points to Naval Power and also 30 bonus points to Morale.

Buildings in this chain
In this section we will be looking at what buildings are in this chain. Their are many buildings in this chain that will require a large amount of planning to complete the production chain. Lets take a look at the buildings required for this chain now.
| Building | No. needed | Cost per building | Total cost |
|---|---|---|---|
| Pig Farm | 4 | $500 Credits 4 Timber -40 Maintenance 30 Farmers -3 Attractiveness | $2000 Credits 16 Timber -160 Maintenance 120 Farmers -12 Attractiveness |
| Rendering Works | 4 | $500 Credits 4 Timber 5Bricks 3 Steel beams -40 Maintenance 40 Workers -5 Attractiveness | $2000 Credits 16 Timber 20 Bricks 12 Steel beams -160 Maintenance 160 Workers -20 Attractiveness |
| Saltpetre Works | 8 | $12500 Credits 10 Timber 20 Bricks 16 Steel beams -500 Maintenance 25 Workers | $100000 Credits 80 Timber 160 Bricks 128 Steel beam -4000 Maintenance 200 Workers |
| Iron Mine | 1 | $800 Credits 4 Timber 5 Bricks -50 Maintenance 50 Workers | $800 Credits 4 Timber 5 Bricks -50 Maintenance 50 Workers |
| Coal Mine | 1 | $600 Credits 4 Timber 5 Bricks -50 Maintenance 50 Workers | $600 Credits 4 Timber 5 Bricks -50 Maintenance 50 Workers |
| Dynamite Factory | 4 | $54000 Credits 10 Timber 20 Bricks 16 Steel beams 15 Windows 15 Reinforced concrete -1000 Maintenance 250 Engineers | $216000 Credits 40 Timber 80 Bricks 64 Steel beams 60 Windows 60 Reinforced concrete -4000 Maintenance 1000 Engineers |
| Furnace | 2 | $500 Credits 4 Timber 5 Bricks -100 Maintenance 100 Workers -5 Attractiveness | $1000 Credits 8 Timber 10 Bricks -200 Maintenance 200 Workers -10 Attractiveness |
| Heavy Weapons Factory | 4 @ 200% | $85000 Credits 20 Timber 40 Bricks 32 Steel beams 30 Windows 30 Reinforced concrete -2200 Maintenance 250 Engineers -15 Attractiveness | $340000 Credits 80 Timber 160 Bricks 128 Steel beams 120 Windows 120 Reinforced concrete -8800 Maintenance 1000 Engineers -60 Attractiveness |
| Total | $662400 Credits 248 Timber 440 Bricks 332 Steel beams 180 Windows 180 Reinforced concrete -1420 Maintenance 120 Farmers 660 Workers 2000 Engineers -102 Attractiveness |
Pig farm

The Pig farm in Anno 1800 kicks in to play at the worker stage. The Pig farm is used for the production of Tallow. To begin this build you will have to build the Pig farm. The Pig farm has a layout that will incorporate the farm itself along with five pig styes that the pigs will live in. The Pig farm will produce one ton of pigs every minute.
To build a Pig farm, you will need the following:
- $500 credits
- 4 timber
- 3×4 tile space plus five 2×3 tile spaces for the pig farms.
In addition to the construction costs you will also have the following ongoing costs:
- 30 farmers
- $40 credits per minute maintenance.
Once these conditions are met, the farm will begin producing one ton of pigs every minute. As a result, you’ll have a steady supply to keep your production chains running smoothly.


These are the layouts for the Pig Farms. To begin with, a single layout shows how one farm can be arranged with its fields. When creating two farms, it is best to place them side by side so their layouts lock together. As a result, it becomes easier to build roads and pathways around them. In addition, this arrangement makes it simpler to position Rendering Works and Warehouses nearby, ensuring the production chain runs efficiently. This layout also makes it easier to copy when your population increases.

- Function – produces pigs that can be sent to the Rendering Works for the production Tallow.
- Placement – pig farms can be placed anywhere. Ensure that you have room for the five pig styes that are required.
- Production rate – the pig farm will produce one ton of pigs every minute.
- Efficiency tips – place all the styes down and lace next to slaughter house for efficiency.
Rendering Works

This is the Rendering Works that is used for the production of Tallow. The Rendering works will take pigs from the Pig farm and convert them into Tallow. The Rendering works can be placed anywhere on any island as it does not require any fertility. It is bet to place the Rendering works by the Pig farms as then their will be less travelling to deliver the Pigs to the Rendering works.
To build the Rendering works it will cost you:
- $500 Credits
- 4 Timber
- 5 Bricks
- 3 Steel beams
In addition to the building costs, you will also need to account for the following running costs
- 40 Workers
- -40 Credit per minute for Maintenance
Once we have these conditions met we can then start producing Tallow at a constant rate. For this production chain we will need Rendering Works for the production of Tallow from Pigs that have arrived from the Pig farms.

- Function – produces tallow for the Pigs.
- Placement – can be placed anywhere.
- Production rate – the Rendering works produces one ton of tallow every minute.
- Regions – Old World and Cape Trelawney.
- Unlocks – unlocks at 300 workers.
Saltpetre works

This is the Saltpetre works in Anno 1800. It becomes available at the Engineer level of the game. The Saltpetre requires Saltpetre fertility on the island that you have chosen to place the Saltpetre Works. This building will also require Harbour area to be placed down.
To build the Saltpetre works it will cost you:
- $12500 Credits
- 10 Timber
- 20 Bricks
- 16 Steel beams
In addition to the building costs, you will also need to account for the following running costs
- 25 Workers
- -500 Credit per minute for Maintenance
As we can see from these figures the Saltpetre Works are an expensive building to use. Once you have one of these built it will enable the production of Saltpetre at the rate of 1 ton every 120 seconds or half a ton a minute. The Saltpetre Works will combine with the Rendering Works in the production of Dynamite at the Dynamite Factory.

- Function: To harvest Saltpetre from the Harbour area.
- Placement: Needs to be placed in the Harbour area.
- Production rate: One ton every 120 seconds.
- Regions: Old World
- Unlocks at: 500 Engineers
Iron Mine

You can only build an Iron mine on islands that actually contain Iron deposits. To check this, start by looking at the resource bar, which lists all materials available on that island. If you prefer a more hands on approach, you can also explore the island directly and hover over each mining site to see what resource it provides. Finally, keep in mind that Iron deposits are always found near mountains, so those areas are the best places to check first.
To build an Iron mine, you will need the following items:
- $800 credits
- 4 timber
- 5 bricks
- Iron deposit on the island
As well as the build costs, you will also need the following ongoing costs:
- 50 workers
- $50 credits per minute for maintenance
Once these conditions are met, the Iron Mine will begin producing four iron ore per minute. As a result, you’ll have a steady and reliable supply to keep your production chains running smoothly. In turn, this consistency helps prevent shortages, ensuring that your city can continue growing without interruption.

- Function: mines iron ore.
- Limitation: can only be placed on top of iron ore deposit.
- Unlocks: unlocks at 300 workers.
- Depletion: Iron mines do not deplete over time.
- Region: available in the Old World and Cape Trelawney
Coal mine

Like the Iron Mine, the Coal mine can only be built in specific areas of the map. To find the right spot, start by checking which mining sites are designated for coal. Once you’ve located a coal deposit, try to place your Coal Mine as close as possible to your Iron Mine, since this setup creates a more efficient production chain. In addition, remember that the Coal Mine only becomes available once you reach 250 Artisans, so it’s important to plan your progression with this milestone in mind.
To build the Coal mine, you will need the following:
- $600 credits
- 4 timber
- 5 bricks
- Coal deposit on the island
You will also need the following ongoing costs:
- 50 workers
- $50 credits per minute for maintenance
Once these conditions are met, the mine will continuously produce four tons of coal per minute. As a result, you’ll have a steady and reliable supply to keep your Furnace running without interruption. In turn, this consistent fuel flow helps maintain smooth production, preventing slowdowns and keeping your steel chain efficient.

- Function : mines coal.
- Limitation : can only be placed on coal deposits.
- Unlocks : unlocks at 250 Artisans.
- Depletion : coal mines do not deplete over time.
- Region : available in the Old World and Cape Trelawney
Dynamite Factory

This is the Dynamite Factory in Anno 1800. Dynamite is mainly used for the production of Advanced Weapons at the Heavy Weapons Factory. The Dynamite Factory turns Tallow and Saltpetre in to Dynamite. This factory can only be placed in the Old World. When produced Dynamite will go into the Heavy Weapons Factory. The Dynamite factory will produce one ton of Dynamite per minute.
To build the Dynamite Factory will cost you:
- $54000 Credits
- 10 Timber
- 20 Bricks
- 16 Steel beams
- 15 Windows
- 15 Reinforced concrete
In addition to these costs their will also be running costs that you will need to account for:
- -1000 Maintenance
- 250 Engineers
Once you have built this you can then produce Dynamite for use of the Heavy Weapons Factory.

- Function: To produce Dynamite from Tallow and Saltpetre.
- Placement: Can be placed anywhere.
- Production rate: one ton of Dynamite every 60 seconds.
- Regions: Old World
Furnace

The Furnace will take the coal and the iron ore and turn these into Steel using the Steel production chain. Steel in Anno 1800 is an important material, as it is needed to make Steel beams in the Steel beams production chain and Advanced Weapons..
To build the Furnace, you will need the following items:
- $500 credits
- 4 timber
- 5 bricks
- 4×7 tile space
As well as the above, you will also need the following:
- 100 workers
- $100 credits per minute for maintenance
Once these conditions are met, the Furnace will continuously produce Two tons of Steel per minute. As a result, you’ll have a steady and reliable supply to keep your empire building going without interruption.

- Function : converts iron ore and coal in to steel.
- Placement : can be placed anywhere.
- Unlocks : unlocks at 300 workers.
- Regions : available in Old World, Cape Trelawney and the New World.
Heavy Weapons Factory

This is the final factory in the production chain. The Heavy Weapons Factory is used for the production of Advanced Weapons by using both Dynamite and Steel. The Heavy Weapons Factory will need to be powered Electricity and this immediately gives at a boost to run at 200% production levels. Advanced Weapons are used for the production of Big Betty gun and also for military ships from the Steam Shipyard.
To build the Heavy Weapons Factory you will need the following items:
- $85000 Credits
- 20 Timber
- 40 Bricks
- 32 Steel beams
- 30 Windows
- 30 Reinforced concrete
It will also need these running costs:
- -2200 Maintenance
- 250 Engineers
- -15 Attractiveness
Once these conditions have been met we can then produce Advanced Weapons continually giving you the ability to build advanced weapons and combat ships from the Steam Shipyard.

- Function: Produces Heavy Weapons.
- Production rate: Produces one ton in Advanced Weapons every minute.
- Regions: Old World.
- Unlocks at: 500 Engineers
Tech tree
This is the tech tree for the Heavy Weapons Factory.

Layout
Here we will look at a layout for this production chain. As we can see this is a very complicated layout that contains many buildings. In all this production chain requires 28 buildings which is one of the biggest production chain layouts in the game. We can see here that their are 8 Saltpetre Works, this is a massive amount and might require 2 harbour areas for placement of these. We can also see that their is a Coal Mine and an Iron Mine which might have to placed along way away from the main construction area. These items along with the Saltpetre can be transported via the Warehouses. The two mines will deposit the Coal and the Iron straight into the Furnaces that have been placed down. The furnaces will then lead straight into the Heavy Weapons Factory as one of the items needed for the production of Advanced Weapons. The next item that the Heavy Weapons Factory will require is Dynamite. This is produced from the Saltpetre and from Tallow. If we look at the production chain layout we have the Pig Farms leading straight into the Rendering Works and then the Tallow leading into the Dynamite Factory. We have also placed Warehouses by the Dynamite Factories for the delivery of Saltpetre.

Improving productivity
In this section we will be looking at what improvements we can make to the production chain to increase the productivity. The first thing that we will look at is the addition of Trade unions to the layout. Lets take a look at this now. As we can see here we have added Trade unions to the layout. This means that we can add improvements via these Trade unions that can benefit the buildings that it covers.

Trade union items for the Pig farm
This is a list of some of the best items for the Pig farm.
| Item name | Effect | Rarity/Notes |
|---|---|---|
| Water Distiller | +25% productivity, +20% workforce needed | Uncommon |
| Fine Feed Yard | + 70% productivity, +35% maintenance | Rare |
| Livestock Farmer | +30 % productivity, -60% workforce needed | Rare Expedition bonus – +30 hunting +10 medicine |
| Veterinary Antibiotics | +30% productivity | Rare Expedition bonus – +25 medicine |
| A Remedy | +40% productivity | Epic Expedition bonus – +40 medicine |
| Angelic Anthrax Vaccine | +40% productivity | Epic Expedition bonus – +35 medicine |
| Fabulous Feed Yard | +70% productivity, +20% maintenance costs | Epic |
| Rodrigo the Rancher | -80% maintenance | Epic Expedition bonus – +40 hunting +20 navigation |
Trade union items for the Rendering works
This is a list of some of the best items for the Rendering works.
| Item name | Effect | Rarity/Notes |
|---|---|---|
| Mercury Thermometer | +25% productivity | Uncommon |
| Slurry Tank | -25% attractiveness, +30% maintenance | Uncommon |
| Slurry Pit | -50% attractiveness, +20% maintenance | Rare |
| Sophisticated Slurry Lagoon | -75% attractiveness, +10% maintenance | Epic |
| Thielemanns Tube | +50% productivity | Epic |
Trade union items for the Saltpetre Works
This is a list of some of the best items for the Saltpetre Works.
Trade union items for Iron mine
Here are some of the best items for the Iron mine.
| Item name | Effect | Rarity/Notes |
|---|---|---|
| Inflammable Concoction | +100% productivity, +50% chance of explosion | Common – destroyed after 2 hours use Expedition bonus – +5 crafting |
| Big box of Dynamite | +200% productivity, +100 chance of explosion | Uncommon – destroyed after 2 hours Expedition bonus – + 5 force, +4 naval power |
| Ventilator | -50% workforce needed | Uncommon Expedition bonus – +20 crafting |
| Safety Elevator | +35% productivity, -25% maintenance costs, +30% chance of explosion | Rare |
| Simmons Electrifying Elevator | +40% productivity, -35% maintenance costs | Epic |
Trade union items for Coal mine
Here are some of the best items for the Coal mine.
| Item name | Effect | Notes |
|---|---|---|
| Dynamite | 100% productivity +50% chance of explosion | Common – destroyed after 2 hours use Expedition bonus – +2 naval power +3 force |
| Miner | +20% productivity | Common Expedition bonus – +10 crafting |
| Freight Elevator | +25% productivity -15% maintenance costs +50% chance of explosion | Uncommon |
| First-rate Sapper | +50% Productivity -75% workforce needed | Rare Expedition bonus – +30 crafting +10 force |
| Micaela the Mining Engineer | -100% maintenance costs -100% workforce | Epic Expedition bonus – +40 craft +20 force |
| Jorg von Malching, Augur of the Auric | +70% productivity occasionally produces gold or oil | Legendary Expedition bonus – +50 crafting +30 force |
Trade union items for Furnace
Here are some of the best items for the Furnace.
| Item name | Effect | Notes |
|---|---|---|
| Calciner | +40% productivity, +50% chance of fire, -3 attractiveness | Uncommon |
| Coal Permit | +25% productivity, +20% attractiveness | Uncommon |
| Night Pollution By-law | -10% productivity, -40% attractiveness | Uncommon |
| Heavy Coal Permit | +40% productivity, +40% attractiveness | Rare |
| Bechamel Converter | +60% productivity, -1 attractiveness, -50% workforce needed | Epic |
| Greens Law to Postpone the Apocalypse | -30% productivity, -80% attractiveness | Epic |
Trade union items for the Dynamite Factory
Here are some of the best items for the Dynamite Factory
| Item name | Effects | Rarity/Notes |
|---|---|---|
| Mercury Thermometer | +25% Productivity | Uncommon |
| Melting Point Apparatus | +35% Productivity | Rare |
| Thielemann’s Tube | +50% Productivity | Legendary |
Trade union items for Heavy Weapons Factory
Here are some of the best items for the Heavy Weapons Factory
| Item name | Effects | Rarity/Notes |
|---|---|---|
| Welder | -30% Maintenance costs | Common Expedition bonus – +10 Crafting |
| Calcinor | +40% Productivity -3 Attractiveness +50% Chance of fire | Uncommon |
| Coal Permit | +25% Productivity +20% Attractiveness | Uncommon |
| Night Pollution By-Law | -10% Productivity -40% Attractiveness | Uncommon |
| Wrought Ironsmith | +20% Productivity | Uncommon Expedition bonus – +20 Crafting |
| 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 |
| Steely-Eyed Steelsmith | +30 Productivity -50% Attractiveness +50% Maintenance costs | Rare Expedition bonus – +30 Crafting +10 Force |
| 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 +60% Attractiveness | Epic |
| Master of the Forges | +40% Productivity -25% Workforce | Epic Expedition bonus – +40 Crafting +10 Force |
| Henri Zanchi, Man of Steel | +50% Productivity -50% Attractiveness -75% Maintenance Cost -25% Workforce Needed | Legendary Expedition bonus – +50 Crafting +15 Force |
Using Electricity
Pig farm

The Pig farm does not receive any benefit from obtaining electricity.
Rendering works

First, connect the Rendering Works to an electricity supply. Next, once powered, the building’s efficiency increases right away. As a result, production doubles, turning pigs into tallow twice as fast.
Saltpetre Works

When adding Electricity to the Saltpetre Works it will double the output of the Saltpetre Works. Adding Electricity will increase the production form .5 of a ton per minute to 1 ton per minute.
Iron mine

The Iron Mine’s production will double once it receives electricity. As soon as you connect the mine to a Power Plant’s radius, its output increases immediately, allowing you to gather iron ore much faster. As a result, your entire production of Steel beams in Anno 1800 becomes more efficient, giving you a stronger and more reliable supply for the rest of your industry
Coal mine

The Coal mine’s production will double when it is supplied with electricity. Once the mine is within a power plant’s radius, its output increases immediately, allowing you to generate coal at a much faster rate.
Dynamite Factory

When we add Electricity to the Dynamite factory it will double its output. Once the Dynamite Factory receives Electricity the output will go from 1 ton per minute to 2 tons per minute.
Furnace

When a Furnace is supplied with electricity, its productivity receives a significant boost. Once the building is inside a power plant’s radius, its output immediately doubles, allowing it to process iron ore into steel at twice the normal speed.
Heavy Weapons Factory

The Heavy Weapons Factory requires Electricity to work. Without Electricity the Factory will sit idle. When you add Electricity to it the standard output will be 200%.