
The economy of Anno 117: Pax Romana is ruthless, and the in-game tooltips are lying to you. ๐ Just 48 hours after launch, thousands of Governors are facing bankruptcy because the official production ratios provided by Ubisoft do not account for travel time and warehouse logistics. ๐
This episode is your economic lifeline. We bypass the empty Wikis and dive straight into the community-built tools that are saving the player base. We showcase the first working "Anno 117 Calculator" that has just surfaced on GitHub/Reddit, solving the complex math behind the new Latium Wine chains and the intricate Albion metalworking loops. ๐งฎ
Key Topics:
The Ratio Crisis: Why 2 Farms =~ 1 Mill is not true anymore. ๐
Community Heroes: The best spreadsheets and calculators available right now. ๐ป
Hidden Mechanics: How "Governor Decrees" secretly alter production speed. ๐
Efficiency Guide: Stop guessing and start min-maxing your province. ๐
If your marketplaces are empty and your income is fluctuating wilder than the Tiber river, you need these tools. We break down exactly how to balance your supply chains so you can stop firefighting and start expanding. ๐๏ธ
Deep Dive into "perfect ratios" are failing:
In previous games, goods were often instantly available or moved very quickly. in Anno 117, warehouses have a limited number of loading ramps with limited speed.
Even if your 2 Wheat Farms produce exactly enough grain for 1 Mill every minute, if the warehouse is busy unloading a trade ship or a clay cart, the grain cart waits in a queue.
Result: The Mill runs out of input while the grain sits stuck in a traffic jam. You effectively need "overproduction" or more warehouses to buffer this delay.
The official tooltips show Production Time (e.g., Wheat Farm = 60s, Mill = 30s). This suggests a perfect 2:1 ratio.
However, this number does not include the time a cart takes to drive from the Farm to the Warehouse and then from the Warehouse to the Mill.
In Anno 117, road distance is a critical efficiency killer. If your farms are placed too far on the "fringes" of the radius, the travel time is added to the production cycle, effectively making a 60s farm take ~70s.
The Fix: Community calculators now suggest slight over-ratios (e.g., 2.2 Farms per Mill) or placing warehouses between the farm and mill to minimize travel.
New mechanics like Aqueducts and Governor Decrees boost specific building types unevenly.
Example: The "Duct Irrigation" tech boosts Farm productivity via Aqueducts. If you boost your Wheat Farms to 150% speed but forget to boost the Mill (which doesn't use irrigation), your 2:1 ratio immediately breaks, flooding your storage with grain you can't process.
You now have to calculate ratios based on buffed speed, not base speed.