How to produce Fur Coats in Anno 1800

Fur Coats in Anno 1800 are a key mid‑game need, first for Artisans and later for Engineers. As a result, they play an important role in keeping your growing population satisfied. In addition, Fur Coats provide a small Attractiveness boost, which helps enhance your island’s cultural appeal and gradually increases tourist interest.


What is produced

This production chain creates Fur Coats in Anno 1800, an essential need for Artisans and later Engineers. To produce them, you’ll rely on four buildings— Cotton Plantation, Cotton Mill, Hunting Cabin, and Fur Dealer—and the chain is split across regions.

Because of this, the New World supplies the cotton, while the Old World handles the final stages, meaning you’ll need to ship Cotton Fabric across the ocean to complete production.

In addition to meeting population needs, Fur Coats provide a small Attractiveness boost, helping draw more tourists to your island. Furthermore, they offer a useful Expedition bonus: storing them on a ship grants +10 Faith, improving your chances during morale‑based or cold‑weather encounters.

Fur Coats in Anno 1800

Buildings in this chain

This production chain relies on four buildings: the Cotton Plantation, Cotton Mill, Hunting Cabin, and Fur Dealer. To start, the Cotton Plantation and Hunting Cabin each produce one ton per minute, while the Cotton Mill and Fur Dealer both produce two tons per minute.

Because of this, the most efficient early‑game setup is two Cotton Plantations, one Cotton Mill, two Hunting Cabins, and one Fur Dealer. However, as your population grows, you’ll need to scale up your production to keep pace with rising demand.

BuildingRegionNo. neededCost per buildingTotal cost
Cotton PlantationNew World2$500 credits,
6 timber,
-5 maintenance,
10 Jornelero’s
$1,000 credits,
12 timber,
-10 maintenance,
20 Jornelero’s
Cotton MillNew World1$500 credits,
6 timber,
-10 maintenance,
10 Jornelero’s
$500 credits,
6 timber,
-10 maintenance,
10 Jornelero’s
Hunting CabinOld World2$2,000 credits,
6 timber,
-50 maintenance,
10 Workers
$4,000 credits,
12 timber,
-100 maintenance,
20 Workers
Fur DealerOld World1$2,000 credits,
6 timber,
10 bricks,
8 steel beams,
8 windows,
-500 maintenance,
200 Artisans
$2,000 credits,
6 timber,
10 bricks,
8 steel beams,
8 windows,
-500 maintenance,
200 Artisans
Total$7,500 credits,
36 timber,
10 bricks,
8 steel beams,
8 windows,
-620 maintenance,
30 Jornelero’s,
20 Workers,
200 Artisans

Cotton Plantation

The Cotton Plantation is the first building in this production chain, and it is only available in the New World. Therefore, your first step is to launch an expedition to discover the region. Once you arrive, you’ll need to find an island with Cotton fertility. After securing a suitable island, the next stage is to establish your settlement and then choose the best location for your plantation.

Because it takes time for your ships to travel between the New World and the Old World, it’s wise to begin producing Cotton as soon as you can. This way, you’ll already have a supply ready by the time you’re prepared to start making Fur Coats.

In order to build the Cotton Plantation, you will need the following:

  • $500 credits
  • 6 timber
  • Cotton fertility on the island
  • A 4×4 tile space for the building plus 144 tiles for the fields.

In addition to the above construction costs, you will also need the following ongoing costs:

  • 10 Jornelero’s
  • $5 credits per minute for maintenance.

Once all of these conditions are met, the Cotton Plantation will consistently produce one ton of Cotton per minute. As a result, you’ll have a steady supply ready to transport to the Cotton Mill and then on to the Old World.

Simple layout for Cotton Plantation in Anno 1800.

This is a simple layout for one Cotton Plantation. By placing the fields like this, it makes it easier to copy and paste when you want to expand.

Production details for the Cotton Plantation in Anno 1800
  • Function: to produce cotton for the Cotton Mill.
  • Limitation: needs to have cotton fertility.
  • Production rate: produces one ton of cotton every minute.
  • Unlocks: at Artisan level.
  • Region: only available in the New World.

Cotton Mill

The Cotton Mill is the next building in the production chain for Fur Coats in Anno 1800. It takes the raw cotton and turns it into fabric ready to be sent to the Old World to be turned in to Fur Coats at the Fur Dealer. It produces cotton at a rate of two tons per minute so needs two Cotton plantations to run at full capacity.

To build the Cotton Mill you will need the following:

  • $500 credits
  • 6 timber
  • A 4×4 tile space

As well as the materials above, you will also need the following ongoing costs:

  • 10 Jornaleros
  • $10 credits per minute for maintenance

Once these conditions are met the Cotton Mill will readily produce two tons of cotton fabric every minute. As a result, you will have a steady supply ready for the transport to the Old World.

Production details for the Cotton Mill in Anno 1800
  • Function: to turn raw cotton into cotton fabric.
  • Production rate: produces two tons of fabric per minute.
  • Unlocks: at Artisan level.
  • Region: available in the New World.

Hunting Cabin

After your Cotton Mill is running smoothly, the next step in the production chain for Fur Coat in Anno 1800 is the Hunting Cabin. This building supplies the fur needed by the Fur Dealer, and it produces it at a steady rate of one ton per minute.

Because the Hunting Cabin is located in the Old World, it works alongside your imported Cotton Fabric to complete the final stage of the chain.

To build the Hunting Cabin you will need the following:

  • $2,000 credits
  • 6 timber
  • A 5×5 tile space for the building (plus 227 free surrounding tiles).

As well as the above you will also need the following ongoing resources:

  • 10 Workers
  • $50 credits per minute for maintenance.

Once all of these conditions are met, the Hunting Cabin will reliably produce one ton of fur per minute. As a result, you’ll have a steady supply ready to send to the Fur Dealer, where it can be transformed into Fur Coats.

Production details for the Hunting Cabin in Anno 1800.
  • Function: produces fur ready for transport to the Fur Dealer.
  • Limitation: needs to have a clear radius of at least 227 free tiles.
  • Production rate: produces one ton of fur per minute.
  • Unlocks: at Artisan level.
  • Region: available in the Old World.

Fur Dealer

Finally, the Fur Dealer is the last building in the Fur Coat production chain. It combines the Cotton Fabric you import from the New World with the Fur gathered in the Old World and turns them into finished Fur Coats.

Because the Fur Dealer produces two tons of Fur Coats per minute, it requires a steady flow of materials. Therefore, you’ll need two Hunting Cabins to keep it running at full efficiency.

To build the Fur Dealer, you will need the following:

  • $2,000 credits
  • 6 timber
  • 10 bricks
  • 8 steel beams
  • 8 windows
  • A 4×6 tile space for the building.

As well as the above, you will also need the following ongoing costs:

  • 200 Artisans
  • $500 credits per minute for maintenance.

Once these conditions have been met, the Fur Dealer will reliably produce two tons of Fur Coats per minute. As a result, you’ll maintain a steady supply to keep your citizens are well provided for. The excess can be traded or sent on expeditions to provide your crew with a 10 point Faith bonus per ton.

Production details for the Fur Dealer in Anno 1800.
  • Function: to turn cotton fabric and fur in to Fur Coats.
  • Production rate: produces two tons of Fur Coats per minute,
  • Unlocks: at Artisan level.
  • Region: only available in the Old World.

Technology Tree

When setting up your Fur Coat production chain, it’s important to keep your buildings balanced so each part of the chain runs efficiently. For this reason, the ideal ratio is two Cotton Plantations, one Cotton Mill, two Hunting Cabins, and one Fur Dealer. With this setup, every building produces materials at the right pace, ensuring the chain runs smoothly from start to finish. However, as your population grows, you’ll eventually need to expand your production to keep up with rising demand.

This setup ensures that your cotton and fur all flow smoothly into the final production of Fur Coats in Anno 1800.

Technology tree for the production of Fur Coats in Anno 1800.

This is the technology tree for the production chain for Fur Coats. You will need to start the cotton production first as the cotton fabric will need to shipped from the New World back to the Old World to be combined with the fur to make the Fur Coats.


Layout

To begin with, producing Fur Coats in Anno 1800 requires a fairly complex setup. This is because the chain uses four buildings—one farm and one Hunting cabin—so you’ll need a generous amount of space. On top of that, half of the chain operates in the New World while the other half is based in the Old World, meaning you must account for shipping times and transport costs. In this layout, we’ll be using the ratios shown in the technology tree above.

Once everything is placed, the chain will produce two tons of Fur Coats per minute. As a result, your citizens will enjoy a steady supply to meet their needs. Any surplus can be traded or taken on Expeditions for a useful Faith bonus. Finally, make sure the buildings follow the arrangement shown in the diagram, as proper placement is essential for maintaining maximum productivity.

This is the layout for Cotton production in the New World. Once it is produced it will need to be shipped to the Old World.

Simple layout for cotton production in Anno 1800.

This is the layout for the Fur Coat production in the Old World. It will need to have the cotton fabric in the warehouses already to combine with the fur.

Simple layout for the production of Fur Coats in Anno 1800.

Improving the productivity

On achieving workers you will find that you can now build a Trade Union. Trade Unions can be used for numerous things in Anno 1800. They boost productivity, buildings within the unions radius do not need roads to receive the benefit. As buildings can only be affected by one Trade union at a time it is essential that you do not overlap in your design stage.

For the Fur Coats, the Trade Union will be able to apply to all of the buildings in the layouts both in the New World and the Old World. Make sure to follow the illustrations closely, as this will ensure everything works correctly.

Here we have placed a Trade union in both layouts in order to improve production. The Trade Union covers all of the buildings in the chain.

Cotton layout with trade union in Anno 1800.
Fur Coat layout with Trade Union in Anno 1800.

Trade Union items for the Cotton Plantation

Here are some of the items that can be used to improve the Cotton Plantation.

ItemEffectRarity/Notes
Picker+7% productivityCommon,
Expedition bonus:
+10 Crafting
Cotton Seeds-15% productivity,
Cotton fertility provided
Uncommon
Tree Surgeon+12% productivityUncommon,
Expedition bonus:
+20% crafting
Arborist+15% productivity,
Occasionally produces Tobacco,
-10% modules
Rare,
Expeditions bonus:
+10 crafting
Quality Cotton SeedsCotton fertility providedRare
Horticulturalist Hermann+20% productivity,
Occasionally produces Red Peppers, Potatoes, and Grapes
-20% modules
Epic,
Expedition bonus:
+40 crafting
Hybrid Cotton Seeds+25% productivity,
Cotton fertility provided
Epic
Dr Ali Al-Zahir,
the Botanical Director
+30% productivity,
Occasionally produces Red Peppers, Potatoes, Grapes, Grain and Hops,
+7 points for attractiveness
Legendary,
Expedition bonus:
+50 crafting

Trade Union items for the Cotton Mill

Here are some of the items that can be used to improve the Cotton Mill.

ItemEffectRarity/Notes
Hat Maker+10% productivityCommon,
Expedition bonus:
+5 crafting
Mechanical Loom+25% productivityUncommon,
Expedition bonus:
+10 crafting
Power Loom+35% productivityRare,
Expedition bonus:
+15 crafting
Optimised Automatic Loom+50% productivity,
-20% maintenance,
-25% workforce needed
Epic
The Hopedale Loom+40% productivity,
-25% workforce needed
Epic,
Expedition bonus:
+20 crafting

Trade Union items for the Hunting Cabin

Here are some of the items that can be used to improve the Hunting Cabin.

ItemEffectRarity/Notes
Poacher+10% productivityCommon,
Expedition bonus:
+15 hunting
Elinor, the Red Reaper-40% maintenanceUncommon
Industrial Thresher+20% production,
+10% forest density
Uncommon,
Expedition bonus:
+10 crafting
Trap+25% productivityUncommon,
Expedition bonus:
+20 hunting
Trapper-40% maintenanceUncommon,
Expedition bonus:
+25 hunting
Druids Sickle+30% productivity,
+20% forest density
Rare,
Expedition bonus:
+15 crafting
Expert Hunter+30% productivity,
Occasionally produces Wool
Rare,
Expedition bonus:
+10 force,
+35 hunting
Leghold Trap+35% productivity,
-25% workforce needed
Rare,
Expedition bonus:
+30 hunting
Maimer of Mustelids+40% productivity,
-50% workforce needed
Epic,
Expedition bonus:
+40 hunting
Teutonic Technical Secateurs+40|% productivity,
+30% forest density
Epic,
Expedition bonus:
+20 crafting
Wild Frontiersman Steers+40% productivity,
Occasionally produces Beef
Epic,
Expedition bonus:
+20 force,
+45 hunting
Ursula Green,
Guardian of the Forests
+50% productivity,
+10% forest density,
+8 attractiveness
Legendary,
Expedition bonus:
+45 crafting,
+35 hunting
+25 navigation

Trade Union items for the Fur Dealer

Here are some of the items that can be used to improve the Fur Dealers.

ItemEffectRarity/Notes
Tanner+10% productivityCommon,
Expedition bonus:
+15 crafting
Dressmaker+20% maintenanceUncommon,
Expedition bonus:
+15 crafting
Costume DesignerProcesses wool instead of cotton,
Employs Workers instead of Artisans
Rare,
Expedition bonus:
+25 crafting,
+15 faith
Lily the Fashion DesignerOccasionally produces Ponchos,
-40% workforce needed
Epic,
Expedition bonus:
+35 crafting,
+25 medicine
Master Craftsman Franke+40% productivity,
Occasionally produces Ponchos, Work Clothes, and Bowler Hats,
Processes Iron and Wool instead of Furs and Cotton
Epic,
Expedition bonus:
+45 crafting,
+20 navigation
Lady Jane Smythe,
Queen of Haute Culture
+50% productivity,
Occasionally produces Ponchos and Bowler Hats,
+8 attractiveness
Legendary,
Expedition bonus:
+45 crafting,
+25 diplomacy

Using electricity

Cotton Plantation

The Cotton Plantation cannot be electrified, so will not benefit in any way from having electricity.

Cotton Mill

Providing electricity to the Cotton Mill will double the production rate to four tons per minute. This means you will need to double the amount of Cotton Plantations you will need to keep your production steady.

Hunting Cabin

Like the Cotton Plantation, the Hunting Cabin does not gain any benefit from being inside a powered area.

Fur Dealer

The Fur Dealer does benefit from electricity, and once powered, its productivity immediately doubles. Because of this, electricity becomes one of the simplest ways to boost Fur Coat production without expanding your layout. However, powering the building also increases its input consumption, so you’ll need to add more Hunting Cabins to maintain a steady supply of Fur.