Steel beams in Anno 1800 are a core construction material used for major buildings and steam ships. As you progress through the game, you’ll notice that they can only be produced in the Old World, which makes them a region specific resource. Because of this limitation, the Steel beam production chain becomes your first real step into heavy industry, connecting several early game production buildings into a single workflow. Finally, Steel beams in Anno 1800 unlock once you reach 300 Workers, marking an important milestone in your city’s development.
What is produced
As you progress through the game, Steel beams in Anno 1800 become more and more important because most late game buildings rely on them. To produce them, you’ll need a chain that uses four main buildings. However, this chain can grow to five buildings depending on how you choose to generate coal. For example, you can supply coal with a Coal Mine or by using Charcoal Kilns to keep the chain running.
For example, you can supply coal with either a Coal Mine or a Charcoal Kiln. However, if you decide to use Charcoal Kilns, you’ll need two of them to match the output of one Coal Mine. Once everything is fully supplied, the chain produces one ton of steel beams every 15 seconds, which adds up to four tons per minute.
Steel Beams in Anno 1800 are used mainly for shipbuilding, and they’re also essential for constructing many buildings across your islands. They’re useful during expeditions as well, since loading them as supplies gives your crew an extra 15 crafting skill points and 15 morale points.

Buildings in this chain
These are the buildings involved in producing Steel beams in Anno 1800. The Steel beam chain can create two different end products: Steel, which is made in the Furnace, and Steel Beams, which are produced in the Steelworks. Both materials are needed for a wide range of buildings, as well as for items like ships.
However, the overall cost of the production chain will vary depending on whether you choose to supply Coal with a Coal Mine or Charcoal with a Charcoal Kiln. Because of this difference, it’s important to consider your fuel source early, as it directly affects both your expenses and your layout. With that in mind, let’s start by looking at the costs for a production chain that uses a Charcoal Kiln.
Steel beams production using Charcoal kiln
This setup shows the Steel beam production chain using a Charcoal Kiln. However, the main drawback of this method is that you’ll need two Charcoal Kilns to match the output of a single Coal Mine. As a result, the entire chain becomes slightly more expensive and requires more space, especially when compared to the more efficient Coal Mine option.
| Building | No needed | Costs per building | Total |
|---|---|---|---|
| Iron mine | 1 | $800 credits, 4 timber, 5 bricks, -50 maintenance, 50 workers. | $800 credits, 5 timber, 4 bricks, -50 maintenance, 50 workers. |
| Charcoal kiln | 2 | $500 credits, 4 timber, 5 bricks, -20 maintenance, 10 workers, -5 attractiveness | $1000 credits, 8 timber, 10 bricks, -20 maintenance, 20 workers, -10 attractiveness |
| Furnace | 2 | $500 credits, 4 timber, 5 bricks, -100 maintenance, 100 workers, -5 attractiveness | $2000 credits, 8 timber, 10 bricks, -200 maintenance, 200 workers, -10 attractiveness |
| Steelworks | 3 | $1000 credits, 8 timber, 10 bricks, -200 maintenance, 200 workers, -10 attractiveness | $3000 credits, 24 timber, 30 bricks, -600 maintenance, 600 workers, -30 attractiveness |
| Total | $6800 credits, 45 timber, 58 bricks, $870 maintenance, 870 workers, -50 attractiveness |
Steel beams production using Coal mine
This time, we’ll be using a Coal Mine so you can easily compare the difference. Using a Coal Mine is generally more efficient than relying on Charcoal Kilns, since it produces more Coal with fewer buildings. However, the main drawback is distance, the Coal Mine may be far from your production buildings. Because of this, the Coal will need to be transported, which can slow things down unless you place a Warehouse nearby to support the flow.
| Building | No needed | Costs per building | Total |
|---|---|---|---|
| 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 |
| Furnace | 2 | $500 credits, 4 timber, 5 bricks, -100 maintenance, 100 workers, -5 attractiveness | $1,000 credits, 8 timber, 10 bricks, -200 maintenance, 200 workers, -10 attractiveness |
| Steelworks | 3 | $1,000 credits, 8 timber, 10 bricks, -200 maintenance, 200 workers, -10 attractiveness | $3,000 credits, 24 timber, 30 bricks, -600 maintenance, 600 workers, -30 attractiveness |
| Total | $5,400 credits, 40 timber, 50 bricks, $900 maintenance, 900 workers, -50 attractiveness |
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 mine will begin producing two 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
Charcoal kiln

The Charcoal Kiln acts as a replacement for the Coal Mine. If your island doesn’t have any coal deposits, you’ll need to build a Charcoal Kiln instead to keep your production running. As you move into the later game, you may decide to import coal from another island, which frees up valuable space on your main steel producing island for additional buildings. Even so, the Charcoal Kiln remains essential in the early game, since it provides a reliable source of coal before you have access to mines or trade routes.
To build the Charcoal kiln, you will need the following items:
- $500 credits
- 4 timber
- 5 bricks
- 5×5 tile space plus a radius of at least 227 tiles around it (it will plant its own trees if its not placed in a wooded area).
The following ongoing costs will also be needed to keep the Charcoal kiln going:
- 10 workers
- $20 credits per minute maintenance
Once the conditions above are met, the kiln will steadily produce two tons of charcoal per minute. As a result, you’ll have a dependable early game fuel source, ensuring your steel production chain can run without interruptions.

- Function : turns trees in to charcoal.
- Limitation 1 : can be placed anywhere but best placed by trees.
- Limitation 2 : needs a large area for tree planting.
- Unlocks : unlocks at 300 workers.
- Region : available in the Old World, Cape Trelawney and the Arctic
Furnace

The Furnace is the next building in the production chain for Steel beams in Anno 1800. The Furnace will take the coal and the iron ore and turn these into steel. Steel on its own is an important material in Anno 1800, but in this production chain, the process doesn’t stop there. Instead, the chain continues and transforms that steel into Steel beams, which are essential for many mid and late game buildings.
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 steelworks operating 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.
Steelworks

The Steelworks is the final step to producing steel beams in Anno 1800. To maintain efficient production, it’s best to place it as close to the Furnace as possible, since shorter travel times directly lead to better overall productivity. In other words, reducing the distance between these buildings helps keep your steel beam output steady and efficient.
To build the Steelworks, you will need the following items:
- $1000 credits
- 8 timber
- 10 bricks
- 5×10 tile space
As well as the build costs, you will also need the following ongoing costs:
- 200 workers
- $200 credits per minute for maintenance
Once these conditions are met, the Steelworks will begin producing one ton of steel beams every 45 seconds. As a result, you’ll have a consistent and dependable output to support your growing industrial needs. In turn, this steady production helps keep your construction projects moving forward, ensuring your city can expand without delays.

- Function : converts steel in to Steel beams in Anno 1800.
- Placement : can be placed anywhere.
- Unlocks : unlocks at 300 workers.
- Regions : available in Old World, Cape Trelawney and the New World.
Technology tree
The technology tree for Steel beams in Anno 1800 is slightly more complex than many other production chains. This is mainly because you have two different options for generating fuel: you can either produce coal or create charcoal. As a result, the path you choose early on will shape how your entire steel beam chain develops. With that in mind, let’s take a closer look at the tech tree. It will branch into two different paths depending on which fuel source you choose to use.

This is the technology tree for the coal mine option.

This is the technology tree for the charcoal kiln option.
Here you can see the two technology trees, which change depending on whether you choose charcoal or coal. If you follow the charcoal path, remember that you’ll need two Charcoal Kilns, while the coal path requires only a single Coal Mine. Because of this difference, it’s important to plan ahead, choosing the option that best fits your island layout and overall resource availability.
Layout
This is the layout for producing Steel beams in Anno 1800, and there will be two different versions depending on your fuel source. The main challenge is that you can produce steel using either charcoal or coal, and this choice directly affects how your layout is structured. In the early game, you’ll typically rely on Charcoal Kilns, so the example shown uses that setup. However, once you unlock Coal Mines, switching to coal becomes the more efficient option, allowing you to streamline your production chain and free up valuable space.

Here is a layout showing the coal option.

In this example, the chain uses a single Coal Mine, rather than the two Charcoal Kilns required in the alternative setup. As you review the layout, keep in mind that the Coal Mine may be located far from the main production area. Because of this distance, a Warehouse is placed next to the mine, which in turn ensures efficient transport of coal to the rest of the production chain.
Improving 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 a building can only be affected by one Trade union at a time it is essential that you do not overlap in your design stage.

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 Charcoal kiln
Here are some of the best items to use for the Charcoal kiln.
| Item name | Effect | Notes |
|---|---|---|
| Burner | +10% productivity | Common Expedition bonus – +10 crafting |
| Industrial Thresher | +20% productivity, +10% forest density | Uncommon Expedition bonus – +10 crafting |
| Kiln Keeper | -100% attractiveness | Uncommon Expedition bonus – +20 crafting |
| Druids Sickle | +30% productivity, +20% forest density | Rare Expedition bonus – +15 crafting |
| Park Ranger | +30% productivity, Occasionally produces Caoutchouc | Rare Expedition bonus – +30 hunting +10 navigation |
| Miss Rodriguez, The Conservation | +40% productivity, Occasionally produces cotton | Epic Expedition bonus – +40 crafting +20 hunting |
| Teutonic Technical Secateurs | +40% productivity, +30% forest density | Epic Expedition bonus – +20 crafting |
| 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 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 Steelworks
Here are some of the best items for use on the Steelworks.
| Item name | Effect | Notes |
|---|---|---|
| Boilermaker | -30& maintenance costs | Common Expedition bonus – +10 crafting |
| Night & 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 |
| Lord Footprints, Gargantuan Smokestack Act | +55% productivity, +60% attractiveness | Epic |
| Master of the Forges | +40% productivity, -25% workforce needed | Epic Expedition bonus – +40 crafting +10 force |
Using electricity
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.
Charcoal kiln

The Charcoal kiln’s production will double when it is supplied with electricity. Once the kiln is within a power plant’s radius, its output increases immediately, allowing you to generate charcoal much faster.
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.
Steelworks

When the Steelworks receives electricity, its productivity experiences a major boost. As soon as the building falls within a power plant’s radius, its output doubles, allowing it to convert steel into steel beams at twice the normal speed.
As a result, your entire production of steel beams in Anno 1800 becomes far more efficient, since the Steelworks can keep up with the increased output from powered Furnaces and mines. This improvement also means you may need fewer Steelworks overall, which in turn frees up valuable space on your island.
Because of this significant increase in efficiency, powering your Steelworks is one of the best upgrades you can make once electricity becomes available.