Windows in Anno 1800 come in at the Artisan level and are a construction material produced in the old world. They are essential once you reach the Artisan and Engineer levels as many of the buildings will require Windows to enable you to expand your empire.
What is produced
In this production chain you will be producing Windows. Firstly, Windows in Anno 1800 are an essential construction material at Artisan level. Next, most buildings from Artisan level upwards will require Windows to construct.
Windows in Anno 1800 can also be loaded on ships going on expeditions. 50 tons of windows will provide a 10 Navigation skill bonus.
In addition, Windows in Anno 1800 are used for upgrading certain buildings and other late game production chains, such as Steam motors.

Buildings in this chain
Here, we will look at the buildings and cost involved with making Windows in Anno 1800. Firstly, the chain requires four buildings: a Lumberjack hut, a Sand mine, a Glassmaker and a Window maker.
The Lumberjack hut produces wood at a rate of four tons per minute. Then, the Sand mine produces sand at two tons per minute, and the Glassmaker is the same. The Window maker produces one ton of windows per minute. For this reason, it is best to place one Lumberjack hut, two Sand mines, two Glassmakers and four Window makers. This ratio will provide optimal output for this production chain. Although initially you may just want to place one of each and then the excess wood can be used in other production chains.
| Building | No. needed | Cost per building | Total Cost |
|---|---|---|---|
| Lumberjack hut | 1 | $100 credits 2 timber planks -10 maintenance 5 Farmers | $100 credits 2 timber -10 maintenance 5 Farmers |
| Sand mine | 2 | $2,000 credits 6 timber 5 bricks -120 maintenance 25 Workers | $4,000 credits 12 timber 10 bricks -240 maintenance 50 Workers |
| Glassmaker | 2 | $5,400 credits 6 timber 10 bricks 8 steel beams -100 maintenance 100 Artisans | $10,800 credits 12 timber 20 bricks 16 steel beams -200 maintenance 200 Artisans |
| Window maker | 2 | $6,500 12 timber 20 bricks 16 steel beams -200 maintenance 100 Artisans | $13,000 credits 24 timber 40 bricks 32 steel beams -400 maintenance 200 Artisans |
| Total | $27,900 credits 50 timber 70 bricks 48 steel beams -850 maintenance 5 Farmers 50 Workers 400 Artisans |
Lumberjack Hut

In this first section we will be describing the Lumberjacks hut. The Lumberjacks hut will plant and harvest trees into wood for you, ready for the Glassmaker to turn them in to glass. The Lumberjack’s hut will start producing logs 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.
Sand Mine

The Sand Mine is the next essential building in the production chain for Windows in Anno 1800 . After all, you can’t produce glass, and therefore windows, without a steady supply of sand. To begin with, the Sand mine extracts raw sand directly from your coastline. Once produced, this sand is transported to your Glassmakers, where it is refined into glass. From there, the glass moves on to the Window Makers, completing the chain.
However, you must have free coastline space available. Sand Mines can only be placed along the shore, so planning your island layout early helps avoid bottlenecks later. Overall, the Sand Mine is simple, reliable, and vital, making it a key step in keeping your Windows production running smoothly.
To build a Sand mine, you will need:
- $2,000 credits
- 6 timber
- 5 bricks
- 3×4 free tile space.
As well as the above costs and materials above, you will also need the following:
- 25 Workers per mine
- $120 credits per minute for maintenance.
Once the above conditions are met your mine will reliably produce two tons of sand per minute. As a result, you will have a steady supply of sand for your Glassmaker.

- Function: Harvests sand from the coastline.
- Placement: Needs free coastline.
- Production Rate: one ton of sand per minute.
- Efficiency tip: To keep the Sand mine at 100% productivity ensure you have enough free coastline. Next, ensure you have enough Workers to work the mine.
Glassmakers

The Glassmaker is the next step in the production of Windows in Anno 1800, turning raw sand into glass. Glass is a crucial mid game material, and you’ll rely on it not only for windows, but also for items like glasses, light bulbs, once you reach engineer level and several advanced industrial goods.
To begin with, the Glassmaker takes in sand from your Sand Mines and produces glass. As a result, it becomes the central link between your coastal extraction and your more advanced manufacturing buildings.
To build a Glassmaker you will need the following:
- $5400 credits
- 6 timber
- 10 bricks
- 8 steel beams
- 4×4 free tile space.
As well as the above cost and materials you will also need the following ongoing items:
- 100 Artisans
- $100 credits per minute for maintenance.
Once these costs and materials are set the Glassmaker will reliably produce two tons of glass per minute. As a result, you will have a steady supply of glass for your Windows in Anno 1800.

- Function: To turn the harvested sand in to glass.
- Placement: The glassmaker can be placed anywhere on your island, although ideally it should be placed near to the Sand Mine to cut down on transfer times.
- Production Rate: Produces two tons of glass per minute.
- Efficiency tip: To keep the Glassmaker at 100% you need to ensure you have a steady supply of sand and enough Artisans to work the factory.
Window Makers

The Window Maker is the final building for the production chain for Windows in Anno 1800, turning refined glass and wood into finished Windows. These Windows become essential once you reach the Artisan level, and they remain important throughout the Engineer and Investor stages as many advanced buildings rely on them.
To begin with, the Window Maker takes in glass from your Glassmakers and wood from your Lumberjack Hut. Once these materials arrive, the building processes them into Windows at a rate of 1 ton per minute. As a result, keeping all of your buildings steady will keep your supply consistent and avoid production slowdowns.
To build the Window maker, you will need the following:
- $6500 credits
- 12 timber
- 20 bricks
- 16 steel beams
- 4×4 free tile space.
In addition to the above, you will also need the following ongoing items:
- 100 Artisans
- $200 credits per minute for maintenance.
Once all of the above has been met your Window maker will steadily produce one ton of windows per minute. This will enable you to carry on with your empire building.

- Function: To take the glass from the Glassmaker and turn it into windows.
- Placement: The Window Maker can be placed anywhere on your island but ideally should be placed close to the Glassmaker to cut down on transfer times.
- Production Rate: The Window Maker in Anno 1800 produces one ton of windows per minute.
- Efficiency tip: You will need to ensure a steady supply of glass to keep the Window Makers at 100% efficiency as well as ensuring you have enough Artisans to run the factory.
Technology Tree
This is the technology tree is for producing Windows in Anno 1800. We can see here that the Sand Mine leads into the Glassmakers and then both the Glassmaker and Lumberjack Hut lead into the Window Maker. The final step is delivering the windows into the Warehouse and then out to the Marketplace for distribution to your population.

Layout
A good Windows layout in Anno 1800 keeps everything flowing smoothly, minimises travel times and avoids production delays. Your layout works best when everything arrives from short and direct routes. To maximise this production chain you will ideally have two Sand Mines feeding into two Glassmakers, then one Lumberjack Hut, then both the Lumberjack Hut and the Glassmakers feed in to four Window Makers. After that the windows are sent to a Warehouse ready for distribution.

By arranging the buildings in this way, you ensure maximum productivity, with all buildings flowing through to the warehouse.
Improving the productivity
Once you reach the Worker stage, you unlock the ability to build Trade Unions. From this point onwards Trade Unions can be used for many purposes in Anno 1800. Most importantly, they boost productivity for the buildings within their radius. In addition, those buildings do not need to be connected to the Trade Union by roads in order to receive the benefit.
However, it is important to note that each building can only be affected by one Trade Union at a time. For this reason, you should avoid overlapping their coverage when designing your layouts.

In this layout, the Trade Union is placed so that its influence reaches all of the buildings in this production chain.
Trade Union items for the Lumberjack Hut
Below are 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 Sand Mine
Here are some of the best items for the Sand Mine.
| Item name | Effect | Rarity/Notes |
|---|---|---|
| Driller | +10% productivity | Common, Expedition bonus – +5 crafting, +5 force |
| Dredger | -100% workforce needed | Uncommon, Expedition bonus – +10 crafting, +10 force |
| Drill | +25% productivity, +25% maintenance costs | Uncommon, Expedition bonus – +15 crafting |
| Mechanical Drill | +35% productivity, +15% maintenance costs | Rare, Expedition bonus – +25 crafting |
| Quarry Foreman | +30% productivity, -50% maintenance costs | Rare, Expedition bonus – +15 crafting, +15 force |
| Fine Handheld Power Auger | +40% productivity, -20% workforce needed | Epic, Expedition bonus – +35 crafting |
| Grigor the Geologist | Occasionally produces pearls, Provides electricity | Epic, Expedition bonus – +20 crafting, +20 force |
| Steven MacLeod, Geological Surveyor | +50% productivity, Occasionally produces pearls and gold ore | Legendary, Expedition bonus – +25 crafting, +25 diplomacy, +25 force |
Trade Union items for the Glassmaker
Here are some of the items that can be used in the Glassmaker.
| Item name | Effect | Rarity/Notes |
|---|---|---|
| Glass Blower | +30% productivity, +30% chance of fire | Uncommon, Expedition bonus – +10 crafting |
| Mechanised Glass Blower | +35% productivity | Rare, Expedition bonus – +15 crafting |
| Oriel’s Automatic Blowing Machine | +40% productivity, -30% chance of fire | Epic, Expedition bonus – +20 crafting |
Trade Union items for the Window Makers
Here are some of the items that can enhance the Window Maker.
| Item name | Effect | Rarity/Notes |
|---|---|---|
| Carpenter | Occasionally produces wood | Common, Expedition bonus – +15 crafting |
| Beryl’s Fosterling | +50% productivity | Uncommon, Expedition bonus – +20 crafting |
| Circular Saw | +30% productivity, +30% chance of fire | Uncommon, Expedition bonus – +20 crafting |
| Cabinet Maker | +30% productivity, -60% workforce needed | Rare, Expedition bonus – +35 crafting, +10 force |
| Circular Rip Saw | +40% productivity, +20% chance of fire | Rare, Expedition bonus – +30 crafting |
| Harker’s Electric Treadle Lathe | +50% productivity, -25% workforce needed | Epic, Expedition bonus – +40 crafting |
| Master Craftsman Morris | Occasionally produces pearls, -80% maintenance costs | Epic, Expedition bonus – +45 crafting, +20 force |
| Seraphim Papadikas, The Window Dresser | +50% productivity, Occasionally produces wood veneers, Provides electricity | Legendary, Expedition bonus – +55 crafting +30 force |
These are only some of the items associated with these particular buildings, there are more that are aimed at all production buildings or all Artisan buildings.
Lumberjack Hut

The Lumberjack Hut doesn’t receive any benefit from electricity.
Sand Mine

When electricity is supplied to the Sand Mine, its productivity is doubled. As a result it produces twice the amount of sand compared to before. For example, if it was producing two ton per minute, with electricity it will now produce four tons per minute. Therefore you will not need as many Sand Mines as before or more of the other buildings in order to keep your production chain level.
Glassmakers

Moreover, the Glassmaker doubles its output when supplied with electricity, which means you can produce the same amount of glass with far fewer buildings. As a result, your overall production chain becomes cheaper to run and easier to maintain.
Window Makers

Similarly, the Window Maker doubles its production when supplied with electricity. As a result, you can reduce the number of buildings needed to keep this chain running efficiently.