recursal/Fanatic-Fandom huggingface dataset:
Big Betty

* Old World

*Deals huge area damage to enemies over a very long range, at the cost of long reload times.*

**Big Betty** is a Harbour Building and one of the defence turrets which attacks enemy ships located within its range and not hidden behind higher obstacles. It can be built only in the Old World (and Cape Trelawney), it requires free coastline, does not need any road connection. After construction or relocation, one minute needs to pass to train fusiliers, only after this time the big betty can start attacking enemies.

## Properties and usage

Big betty is the last and the most expensive defence turret in the game. It is a howitzer type weapon and it can fire projectiles at steep angles. Therefore it may attack ships which are hiding behind some obstacles as long as these obstacles are small enough not to block projectiles' trajectory. It also deals significant damage in a small area around the point of impact. Big betty has high damage, very long attack range and very high hitpoints, but very low attack speed. Its biggest advantages are the high damage and long attack range - a single shot can destroy a gunboat before it has a chance to get close enough to do any damage to island's defences.

Because of its very long range, longer than in case of any military ship, it becomes the island's first line of defence, usually firing the first shot during island siege. However, it takes a long time for the big betty to reload and if an enemy focuses their efforts on destroying it, its long reload time might result in not having enough time to deal substantial damage before being destroyed. Due to its area of effect damage, big betty can deal a tremendous amount of damage to a fleet of closely grouped up ships. However, it is much less effective against ships which are spread out. Big betties provide a solid defence but should be complimented by other turrets too.

Big betty has longer range than any other ship, but it can be outranged by a battle cruiser equipped with items which increase its attack range by at least 30%. However, with only 30% increase it can be difficult to position the cruiser in a safe spot while still reaching the big betty, so at least 35% increased attack range is recommended.

## Pirates and competitors

The islands of both pirates: Anne Harlow and Jean La Fortune each feature a single big betty located near the centre of their bases.

## Items

Some items when equipped in harbourmaster's offices can have an impact on big betties.

## Trivia

* Big Betty is most likely based on a siege howitzer popularly known as Big Bertha
Curious Visitor Ensemble

This article has been marked as a candidate for deletion.

A breath of fresh air. Choose to play with the visitor's portrait and her logo in game.

## Information

### **Rarity**

Epic

**Curious Visitor Ensemble** is an Anno 1800 Ubisoft Club Reward that can be obtained by spending 30 .

After purchasing this reward you get to play with the visitor's portrait and company logo in game.
Caribou Hunting Cabin

* The Arctic

**Caribou Hunting Cabin** is a Production Building which produces  Caribou Meat from undeveloped tiles within a small radius of influence around it. The building requires these tiles to be wooded, but the Caribou Hunting Cabin will plant its own trees if there are not enough trees. It can be built only in The Arctic, it requires caribou fertility, and  Heating.

When caribou hunting cabins are placed in a lush forest they can start operating immediately. Otherwise trees have to be planted first, which can take from 15 seconds up to 5 minutes based on how many trees are in the influence radius. The exact waiting time is shown when placing the building, after that time the cabin will begin to produce caribou meat while planting new trees at the same time - thus never running out of trees (if no new buildings or roads are built in the influence radius). The initial planting phase can also be sped up by using appropriate tree painter before placing the caribou hunting cabin.

## Productivity

It takes 60 seconds to produce 1 ton of caribou meat so the production rate is 1 ton of caribou meat per minute. Productivity can be changed by using items.

## Production Chains

All regular production chains involving the Caribou Hunting Cabin are listed below.

### Pemmican

**Pemmican**

 -175 -85

 1400 12

* Pemmican Cookhouse
**1** @ 100%
for **1** /min

	+ Whaling Station
	**1** @ 100%
	+ **Caribou Hunting Cabin**
	**1** @ 100%

**Supplies:**

• 83,3  Explorers Residences (up to 833  Explorers)

• **or** 41,7  Technicians Residences (up to 833  Technicians)

### Tourist Season DLC

#### Food & Drink Venues

Caribou Hunting Cabins are also involved in the following Food & Drink Venues recipes:

**Venison en Croûte**
*Restaurant Recipe*

Affects All Old World Residences except Scholar Residences:
Happiness: +4
Consumption reduction: -25% •  -15% •  -20%

 -1190 -70 -50 -240

 4000 98 75

* Restaurant: Venison en Croûte
**2** @ 100%

	+ Flour Mill
	**1** @ 100%

		- Grain Farm
		**2** @ 100%
	+ Potato Farm
	**1** @ 100%
	+ **Caribou Hunting Cabin**
	**2** @ 100%

**Venison Tartare**
*Café Recipe*

Affects All Old World Residences except Scholar Residences:
Happiness: +1
Consumption reduction: -15% •  -10% •  -20%

 -1930 -40 -35 -50 -240

 34950 134 80

* Café: Venison Tartare
**2** @ 100%

	+ Vineyard
	**4** @ 100%
	+ **Caribou Hunting Cabin**
	**2** @ 100%
	+ Orchard: Citrus (New World)
	**1** @ 100%

## Items

Some items when equipped in arctic lodges can have an impact on caribou hunting cabins.
Carl Leonard von Malching

### Biography

Carl is a repugnant, industrialist fat-cat. Blaming his parents for allowing the once-great name Von Malching to fade from view, he is ever desperate to rub up with the nobility and of course, to pile up the gold. His philosophy is “money equals reputation”, so take, take and take some more!

**Carl Leonard von Malching** is one the expanding, AI controlled characters on "Advanced" difficulty, alongside Dr. Hugo Mercier, George Smith, Beryl O'Mara and Artur Gasparov.

## Diplomacy

Apart from the varying results from "Flattering", "Insulting" and "Offering Gifts" depending on their likeliness, the relationship with Carl Leonard can be affected with the following:
Blueprint mode

Blueprint mode allows you to plan your cities ahead, without using construction materials. In the blueprint mode every building is placed as a ghost version of a regular building, no credits or materials are used, the blueprint building has no maintenance or workforce cost. If you have all needed materials you can upgrade the ghost building to a normal one, either by clicking on the blueprint building and on the upgrade button, or by using the upgrade tool (which allows to quickly upgrade many blueprint buildings).

This mode is very useful when building farms (or other buildings using modules - like zoo or museum). After placing a blueprint of a farm, you can plan all its fields as well. When you upgrade the farm all farm fields will be built at the same time.

You need to unlock a building first to place its blueprint. You can't plan your entire city in the beginning of the game.

You can turn the blueprint mode on or off using the button in the bottom right corner of the construction menu or by pressing V. If the blueprint mode is turned off but you don't have enough construction materials, you will automatically place the blueprint version of the building, which you can later upgrade if you acquire necessary materials. If you don't like this function, you can completely disable the blueprint mode in the settings menu.

## References

1. ↑ https://www.anno-union.com/en/x-marks-the-spot/
Bright Harvest DLC

**Bright Harvest** is the sixth Anno 1800 DLC and was released on June 2, 2020. It is the second DLC of the Season 2 Pass. It adds Silos and Tractor Barns which increase the efficiency of animal and crop farms respectively. Silos consume specific resources to improve animal farms, while Tractor Barns boost crop farms but need a Fuel Station nearby to function properly. A Fuel Station turns Oil into fuel which powers up all nearby tractor barns. The DLC also adds the third upgrade to Oil Harbours and a set of agricultural and industrial ornaments.

## Content of the DLC

The main additions of Bright Harvest DLC are **silos** and **tractors**, used to greatly improve the efficiency of animal farms and crop farms, respectively.

**Silos**, unlocked after attracting 300  Workers, are small modules you can attach to animal farms, they **consume an agricultural product** specific to the region, in exchange **improving the animal farm** they are attached to.

**Tractor barns**, unlocked after attracting 500  Engineers, are modules you can attach to crop farms, they consume fuel which is produced from oil at **fuel stations**. Fuel stations require railway connection to the oil harbour, and the tractor barns need to be located within the range of the fuel station - as the fuel has to be delivered directly from the station to the tractor barn.

The DLC gives access to two sets of ornaments: agricultural and industrial, consisting of 10 and 17 ornaments, respectively. It also adds another upgrade for oil harbours, increasing their oil storage capacity and number of available trains.

Overall the DLC adds the following elements:

* Silos - modules for animal farms, they require crops specific to the region of the animal farm and improve the efficiency of the farms
* Tractor Barn - modules for crop farms, they require a fuel station located nearby and connected to the oil harbour. In exchange for fuel produced from oil, they significantly improve the efficiency of crop farms.
* Grand Oil Harbour - an additional upgrade from large oil harbour to a grand oil harbour, adding more oil storage capacity and more trains
* Two sets of ornaments: 10 agricultural ornaments and 17 industrial ornaments.

## Official description

*Revisit your near-perfect cities with mechanized agriculture! Gleaming new machines and tractors mean bigger farms and fewer farmhands. Simply fuel up your monsters and cut them loose on the cabbages! Build silos to raise and graze your livestock a whole lot more easily. Sow the seeds of progress and reap a bright harvest!*

### New Content

* **Silos** - Improve your livestock farming with silos! They use whichever type of fodder is available in the region, to increase the productivity of all animal farms.
* **Tractors** - Drive tractors right onto your crop farms! Powered by fuel, tractors will allow your farm fields to extend further, offering a better yield and requiring far fewer farmhands.
* **Fuel Stations** - A pivotal element of your tractor system, fuel stations will refine crude oil into fuel and deliver it to all nearby tractors!

## Trailer

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Beryl O'Mara

### Biography

Beryl O’Mara was a goodly soul once – back when she believed her meek shopkeeper husband would escape the debtor’s prison. He didn’t. Years later, it is now her that’s running the street game, with the help of her many eyes and ears. She’ll invite you in for tea, but don’t get too cosy – that’s a sawn-off under the floral tablecloth!

**Beryl O'Mara** is one of the expanding, AI controlled characters on "Advanced" difficulty, alongside Dr. Hugo Mercier, George Smith, Artur Gasparov and Carl Leonard von Malching.

## Personality and Tactics

Beryl can be a formidable opponent for the player even on normal difficulty. She expands very fast, and if left alone, will seek to conquer every player on the map including other NPC's. Aside from sheer naval power, Beryl will attempt hostile takeovers of islands through financial means. She is very adept at using the island shares function to do this. It is therefore advisable for the player to manage their finances correctly to counter this type of warfare. Having enough money in the treasury to buy back shares of an island is critical to stopping Beryl from seizing control of it.

## Diplomacy

Apart from the varying results from "Flattering", "Insulting" and "Offering Gifts" depending on their likeliness, the relationship with Beryl can be affected with the following:
Commuter Pier

* Old World

*Enables the transfer of workforce between two or more islands.*

**Commuter Pier** is a Harbour Building which allows to combine the workforce of multiple islands. It can be built only in the Old World (and Cape Trelawney), it requires free coastline. It must be connected to a warehouse or a trading post by a road; adjacency to the trading post is not sufficient. Only one commuter pier can be built on an island.

Each commuter pier costs 15 . Due to the free limit of influence in the commuter piers subcategory, up to 2 commuter piers in total can be built without spending any influence, every next commuter pier costs 15 points. Influence spent on the piers contributes towards earning the expansion influence bonus.

## Commuter pier functionality

*For more information about the workforce transfer, see: Workforce.*

Commuter piers allow to transfer workforce between multiple islands, effectively combining the workforce pools of these islands into one global workforce pool, shared between all islands with a commuter pier within the same region. Workforce transfer makes it possible to have residences and generate workforce on one island, while using that workforce on another island.

The menu of the commuter pier provides an overview on the workforce balance of the island and its interactions with workforce pools of other islands. Hovering over each workforce tier in the Overall tab provides information about how much workforce is generated and used within all islands of the commuter network. On Island tab shows how much workforce the island receives from other islands or how much workforce it supplies to other islands, hovering over each tier provides more information with a breakdown of every island within the network. The pause button at the bottom right allows to pause the commuter pier, temporarily disconnecting it from the commuter network and reducing the pier's maintenance cost.

## Items

Some items when equipped in harbourmaster's offices can have an impact on commuter piers.
Brick Dry-House

* Enbesa

**Brick Dry-House** is a Production Building which turns  Clay and  Teff into  Mud Bricks. It is available in  Land of Lions DLC and can be built only in Enbesa.

## Productivity

It takes 60 seconds to produce 1 ton of mud bricks from 1 ton of clay and 1 ton of teff so the production rate is 1 ton of mud bricks per minute. Productivity can be changed by adjusting working conditions and using items.

## Production Chains

All regular production chains involving the Brick Dry-House are listed below.

### Mud Bricks

**Mud Bricks**

 -260 -115 -400

 18500 58

* **Brick Dry-House**
**4** @ 100%
for **4** /min

	+ Clay Collector
	**1** @ 100%
	+ Teff Farm
	**4** @ 100%

## Items

Some items when equipped in trade unions can have an impact on brick dry-houses.
Clay Pipes

**Clay Pipes** are a consumer good consumed by three different population tiers: As a luxury need of Elders and  Scholars; and as a lifestyle need of  Workers. By default, they can be produced only in Enbesa.

## Usage

### Luxury need

 **Clay Pipes** fulfill a luxury need of  Elders and  Scholars.

  Scholars | 0.00075

### Lifestyle need

 **Clay Pipes** fulfill a lifestyle need of  Workers.

### Trade

Clay Pipes can be passively sold for 259 or purchased for 648 per ton. No neutral trader buys or sells Clay Pipes for a special price.

## Production

Clay Pipes are produced in a  Pipe Maker from  Clay and  Tobacco. The basic production chain is shown below:

**Clay Pipes**

 -1300 -80 -35 -450

 112500 80 66 90

* Pipe Maker
**6** @ 100%
for **4** /min

	+ Clay Collector
	**1** @ 100%
	+ Tobacco Plantation
	**8** @ 100%

**Supplies:**

• 444,4  Elders Residences (up to 8888  Elders)

• **or** 88,9  Scholars Residences (up to 10666  Scholars)
Bus Stop

* Old World

*Connects your Tourists to their Destinations*

**Bus Stop** is an Infrastructure building which connects  Hotels and  Tourists to various buildings they need like Food & Drink Venues. It requires  Tourist Season DLC and it is unlocked upon upgrading a  Public Mooring for the first time, which is possible after reaching 500  Engineers. Bus stops can be built only in the Old World (and Cape Trelawney).

## Bus stop functionality

*For additional information, see: Bus Network.*

Bus stops are required to satisfy many of the tourists' needs. Both the hotels and the buildings which fulfill tourists' needs have to be placed within the 14 tile radius of the bus stops, the direct road connection is not necessary. Bus stops have to be connected together and at least one bus stop needs to have the  Tourist Mooring within its radius in order to form a bus network. To connect a bus stop to the network, its street range has to overlap with the street range of another bus stop which already belongs to the network. Bus stop's street range is 36 tiles for  dirt roads and 54 tiles for  paved streets.

The menu of the bus stop provides an overview on the strength of its connections to all the buildings relevant for the tourists. The fulfilment of the bars for each building determines the fulfilment level of the building-based tourists' need for any hotels placed within the radius of the selected bus stop. The bus stop menu includes an option to change the skin of the buses travelling on the island's streets. It is possible to select a specific skin or leave the skin randomised. Each bus stop has a default name assigned to it, it can also be changed from the bus stop's menu. The names of bus stops have no impact on gameplay, they can be used for example to mark certain bus stops or as one of the means of personalising the city.
Cigar Factory

* New World

**Cigar Factory** is a Production Building which turns  Wood Veneers and  Tobacco into  Cigars. It can be built only in the New World.

## Productivity

It takes 30 seconds to produce 1 ton of cigars from 1 ton of wood veneers and 1 ton of tobacco so the production rate is 2 tons of cigars per minute. Productivity can be changed by adjusting working conditions and using items. With  New World Rising DLC, electricity can also be used to increase the productivity.

## Production Chains

All regular production chains involving the Cigar Factory are listed below.

### Cigars

**Cigars**

 -1110 -90 -750

 79180 140 120

* **Cigar Factory**
**2** @ 100%
for **4** /min

	+ Marquetry Workshop (New World)
	**4** @ 100%

		- Lumberjack's Hut
		**1** @ 100%
	+ Tobacco Plantation
	**8** @ 100%

**Supplies:**

• 360 Obreros Residences (up to 7200  Obreros)

• **or** 180  Investors Residences (up to 9000  Investors)

## Alternatives

Cigar Factories are also involved in the following production chains when particular items are equipped in a  Trade Union.

### Using Timber instead of Wood Veneers

**Cigars**
*Torcedor Lucia*

 Notice that the green custom productivity values illustrate the optimal production ratios between the buildings, **IF** you want to prevent under- or overproduction.

You can choose to actually increase productivity or you can choose a different way to obtain more of the input goods.

 -720 -110 -350

 69680 100 40

* **Cigar Factory**
**2** @ **140%**
for **5,6** /min

	+ Sawmill (New World)
	**1** @ **140%**

		- Lumberjack's Hut
		**1** @ **140%**
	+ Tobacco Plantation
	**8** @ **140%**

 **Cigars supply:**

  • 504 Obrero Residences (up to 10080 Obreros)

  • **or** 252 Investor Residences (up to 12600  Investors)

## Items

Some items when equipped in trade unions can have an impact on cigar factories.
Anne Harlow

### Biography

Anne Harlow is the vengeful leader of a forsaken band - the last hurrah of piracy. She was born into nobility, only to see her father Benjamin hung for speaking against the King. In exile, Anne's lust to destroy the crown and social order has only grown with the arrival of a new and vulnerable Queen.

*"Poor Anne's father was executed by the mad king, and now she is mad herself."*

—Hannah Goode
**Anne Harlow** is a hostile non-player character (NPC) and one of the two pirate leaders in Anno 1800. She can be found in the Old World.

She is Lady Margaret Hunt's niece.

## Diplomacy

Apart from the varying results from "Flattering", "Insulting" and "Offering Gifts" depending on their likeliness, the relationship with Anne can be affected with the following:

 Increasing military strength
 Signing a peace agreement with Lady Margaret Hunt
 Signing a trade agreement with Lady Margaret Hunt
 Signing an alliance agreement with Lady Margaret Hunt
 Declaring war against Bente Jorgensen, Princess Qing, Willie Wibblesock, Artur Gasparov, Beryl O'Mara, Carl Leonard von Malching, George Smith, Admiral Vicente Silva, Alonso Graves or Jean La Fortune
 Destroying her ships
 Declaring war against Lady Margaret Hunt

## Quests

### Gain reputation

When you want to befriend Anne, quests can be attained, offered by ships at her harbor. Every-time you complete a quest you gain reputation, but not when you fail the quest or go over time.

### Tips

In the quest-line "In the Name of the Father - 'the Daughters'" (available when you have an alliance), you should be warned for the 5th quest (15+ reputation), this quest will create a large armada of ships you have to destroy, which also exist of pirate Battle Cruiser(s).

### Silva

In the questline "Bashing the buccaneers" Admiral Vicente Silva asks the player to destroy Anne's stronghold.

## Active trade

In order to trade with Anne Harlow a trade agreement needs to be established via diplomacy.

### Goods

The table below lists goods offered and requested by Anne Harlow, depending on the game progression. Maximum amount of offered goods is 150 tons, the goods are replenished at a certain rate per minute, depending on the game progression and difficulty setting of the restock rates. Different colours and position in the cell of the table indicate different difficulty settings: common (top value), medium (middle value) and rare (bottom value). The sign "–" indicates the good is not offered or requested at the certain stage of the game.

### Ships

Anne Harlow can sell and buy ships from the player. The table below lists ships offered by Anne, depending on the game progression or other specific requirements. The number of ships offered at a time also depends on the game progression, and there is a certain chance of each ship being offered for sale. The sign "–" indicates the ship is not offered at the certain stage of the game.
Ceramics

**Ceramics** are a consumer good available in  Land of Lions. They are consumed by  Elders. By default, they can be produced only in Enbesa.

## Usage

### Basic need

 **Ceramics** fulfill a basic need of  Elders.

### Trade

Ceramics can be passively sold for 64 or purchased for 160 per ton. No neutral trader buys or sells ceramics for a special price.

## Production

**Ceramics**

 -320 -115 -200

 18500 50 6

* Ceramics Workshop
**2** @ 100%
for **4** /min

	+ Clay Collector
	**1** @ 100%
	+ Indigo Farm
	**4** @ 100%

**Supplies:**

• 166,7  Elders Residences (up to 3333  Elders)
Fire Extinguishers

**Fire Extinguishers** are an Intermediate Product, available in  New World Rising DLC. By default, they can be produced only in the New World.

## Usage

### Intermediate Product

 **Fire Extinguishers** are an Intermediate Product, and are used at a  Fire Department.

### Expeditions

Fire Extinguishers can be used during expeditions, they grant 5 bonus morale per 50 tons.

### Trade

Fire Extinguishers can be passively sold for 988 or purchased for 2470 per ton. No neutral trader buys or sells Fire Extinguishers for a special price.

## Production

Fire Extinguishers are produced in a  Laboratory: Fire Extinguisher from  Steel and  Caoutchouc, staffed by 300  Obreros. Fire Extinguishers are involved in the following production chains:

### Fire Department

**Fire Department**
*Fire Extinguishers*

 -3640 -250 -1100 -50

 203700 237 92 135

* Fire Department
**24** @ 100%

	+ Laboratory: Fire Extinguisher
	**3** @ 100%
	for **4** /min

		- Furnace (New World)
		**2** @ 100%

			* Iron Mine (New World)
			**1** @ 100%
			* Charcoal Kiln (New World)
			**2** @ 100%
		- Caoutchouc Plantation
		**4** @ 100%
Calamari

**Calamari** is an Agricultural Product, available in  New World Rising DLC. By default, it can be produced only in the New World.

## Usage

### Agricultural Product

 **Calamari** is an Agricultural Product, and is used for the production of other goods. See the Production section for more information.

### Expeditions

Calamari can be used during expeditions, it grants 5 bonus morale per 50 tons.

### Trade

Calamari can be passively sold for 4 or purchased for 12 per ton. No neutral trader buys or sells Calamari for a special price.

## Production

Calamari is produced in a  Calamari Fishery. All regular production chains involving Calamari are listed below.

### Jalea

**Jalea**

 -505 -80 -25 -10

 27820 42 10 8 5

* Jalea Kitchen
**1** @ 100%
for **2** /min

	+ Calamari Fishery
	**2** @ 100%
	+ Herb Garden
	**1** @ 100%
	+ Corn Farm
	**2** @ 100%

**Supplies:**

• 60.6  Artistas Residences (up to 2424  Artistas)
Calamari Fishery

* New World

**Calamari Fishery** is a Harbour and Production Building which produces  Calamari. It is available in  New World Rising DLC and can be built only in the New World, it requires free harbour area, no fertility or resource deposit is needed. It must be connected to a warehouse or a trading post by a road to enable goods transportation; adjacency to the trading post is not sufficient.

## Productivity

It takes 60 seconds to produce 1 ton of calamari so the production rate is 1 ton of calamari per minute. Productivity can be changed by adjusting working conditions and using items.

## Production Chains

All regular production chains involving the Calamari Fishery are listed below.

### Jalea

**Jalea**

 -505 -80 -25 -10

 27820 42 10 8 5

* Jalea Kitchen
**1** @ 100%
for **2** /min

	+ **Calamari Fishery**
	**2** @ 100%
	+ Herb Garden
	**1** @ 100%
	+ Corn Farm
	**2** @ 100%

**Supplies:**

• 60.6  Artistas Residences (up to 2424  Artistas)

## Items

Some items when equipped in trade unions or harbourmaster's offices can have an impact on calamari fisheries.
Dragon Garden Pack DLC

**Dragon Garden** is the tenth Anno 1800 cosmetic DLC, it was released on January 19, 2023. It adds 16 new ornaments.

## Official description

*Creatures of myth guard these lotus ponds and picturesque pavilions - Embrace the New Year Festivities with the Dragon Garden Pack and light up your cities with a thousand lanterns! Time to make a wish.*
Botanica DLC

**Botanica** is the third Anno 1800 DLC and was released on September 10, 2019. It is the second DLC of the Season 1 Pass. It adds a new culture building Botanical Garden, a special module for zoos, museums and botanical gardens, the Music Pavilion, and associated items. It also adds gardens as new type of pathway ornaments, and botanical expeditions and botanical events in World's Fair as means of obtaining all new botanical items.

## Content of the DLC

The main addition of Botanica DLC is a **botanical garden**, unlocked after attracting 1000  Engineers. It works in the same way as zoos or museums - it consists of a main building and modules where items can be equipped. Various plants can be showcased at the botanical gardens, which increases attractiveness and if a set is completed, a specific effect will become active. Many botanical sets **add a specific fertility** to the whole island and increase productivity of production buildings which utilise that fertility.

Another important addition is **music pavilion** - a special module for zoos, museums and botanical gardens. Music sheets can be equipped in it and it will **further increase attractiveness** gained from particular set items equipped in the same culture building.

Plants and music sheets can have some specific ways of obtaining them - **botanical expeditions** and **botanical exhibitions** at the World's Fair are the sources specific to the items from Botanica DLC.

The DLC also gives access to 11 new ornaments which include gardens with flowers of different colours. Those ornaments can also be used as pathway ornaments within culture buildings.

Overall the DLC adds the following elements:

* Botanical Garden - modular culture building, similar to zoo and museum, where various plants can be equipped to increase attractiveness of the island or gain specific bonuses
* Music Pavilion - a special module for zoos, museums and botanical gardens, where music sheets can be equipped to increase attractiveness gained from items from specific sets
* Botanical expeditions and world's fair exhibitions - as the sources of new items from the DLC
* A set of 11 botanical ornaments

## Official description

*Be the first to build the grand botanical garden of the era: dreamlands of sinuous trees, impossible colour and scented blooms imported from afar. Send out botanical expeditions, or take the botanical craze to your World's Fair to get your hands on the rarest specimens to complete all the garden sets and inspire new applications of botany - such as extended fertilities! Let your botanical garden blossom with the new pathway ornaments and revel in classic Anno themes with the new music pavilion.*

### New Content

* **New Botanical Items** - Collect over 50 different plant species for your botanical garden.
* **Music Pavilion** - Revel in delightful orchestral arrangements of classic Anno themes in the new music pavilion.
* **Pathway Ornaments** - Beautify and expand your cultural buildings with a new type of ornament.

## Trailer

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Alicanto (Armed) - Manticore (Armed)

**Alicanto (Armed)** and **Manticore (Armed)** are armed airships, available in  Empire of the Skies DLC (Manticore (Armed) also requires  The Passage DLC), and can be built in  The Old World (and  Cape Trelawney) or  The New World in the  Rigid Airship Hangar.

## Helium vs Arctic Gas

Alicanto (Armed) is constructed using  Helium and has appropriate Helium Gas Cells modifier, while Manticore (Armed) variant which uses  Arctic Gas receives appropriate Arctic Gas Chambers modifier.

**Helium Gas Cells**

* Hitpoints +100

**Arctic Gas Chambers**

* Movement Speed: +20%
* Damage from Ships: +40%
* Damage from Cannons: +40%
* Maintenance Cost: -15%
* Cargo Slowdown: +15%
Church

* Old World

*Provides a public service for your residents.*

**Church** is a Public Service building, which fulfills the luxury need for residences of two population tiers in Old World (and Cape Trelawney):  Workers and  Artisans.

## Need fulfilment

Like every public building the church can affect only those buildings which are connected to it by roads and are placed within its range. The strength of its effects is based on the street distance between the affected building and the church. Its full range (dark green) is 38 tiles for  dirt roads and 56 for  paved streets. Its max range (light green) is 78 tiles for dirt roads and 116 for paved streets.

When  Worker Residences are in the full range of the church, each of them gains 7 happiness. When  Artisan Residences are in the full range of the church, each of them gains 7 happiness. When residences are outside of the full range but inside the max range they gain less happiness based on the street distance from the church. Unlike most luxury needs, fulfilling the church need does not increase the income generated by the residences.

## Items

Some items when equipped in town halls can have an impact on churches.
Electric Cables

**Electric Cables** are an Intermediate Product, available in  New World Rising DLC. By default, they can be produced only in the New World.

## Usage

### Intermediate Product

 **Electric Cables** are an Intermediate Product, and are used for the production of other goods.

### Expeditions

Electric Cables can be used during expeditions, they grant 5 bonus morale per 50 tons.

### Trade

Electric Cables can be passively sold for 588 or purchased for 1470 per ton. No neutral trader buys or sells Electric Cables for a special price.

## Production

Electric Cables are produced in a  Cable Factory from  Copper and  Caoutchouc. Electric Cables are involved in the following production chains:

### Fans

**Fans**

 -38450 -150 -1760 -5520 -900 -390

 1824420 1293 1350 192 138 138

* Fan Factory
**6** @ 200%
for **12** /min

	+ Motor Assembly Plant
	**6** @ 200%

		- Cable Factory
		**12** @ 100%

			* Copper Mine
			**6** @ 100%
			* Caoutchouc Plantation
			**12** @ 100%
		- Chemical Plant: Celluloid
		**6** @ 100%

			* Cotton Plantation
			**12** @ 100%
			* Orchard: Camphor Wax
			**6** @ 100%
			* Chemical Plant: Ethanol
			**6** @ 100%

				+ Lumberjack's Hut (New World)
				**3** @ 100%
				+ Corn Farm
				**12** @ 100%
		- Furnace (New World)
		**6** @ 100%

			* Iron Mine (New World)
			**3** @ 100%
			* Charcoal Kiln (New World)
			**6** @ 100%
	+ Aluminium Smelter
	**18** @ 100%

		- Bauxite Mine
		**2** @ 100%
		- Charcoal Kiln (New World)
		**6** @ 100%

**Supplies:**

• 3846.15  Artistas Residences (up to 153846  Artistas)

### Scooter

**Scooter**

 -17340 -50 -490 -1720 -1250 -60

 860980 539 582 94 70 70 160

* Scooter Factory
**4** @ 200%
for **4** /min

	+ Laboratory: Pigments
	**3** @ 100%

		- Alpaca Farm
		**4** @ 100%
		- Mineral Mine
		**1** @ 100%
	+ Motor Assembly Plant
	**2** @ 200%

		- Cable Factory
		**4** @ 100%

			* Copper Mine
			**2** @ 100%
			* Caoutchouc Plantation
			**4** @ 100%
		- Chemical Plant: Celluloid
		**2** @ 100%

			* Cotton Plantation
			**4** @ 100%
			* Orchard: Camphor Wax
			**2** @ 100%
			* Chemical Plant: Ethanol
			**2** @ 100%

				+ Lumberjack's Hut (New World)
				**1** @ 100%
				+ Corn Farm
				**4** @ 100%
		- Furnace (New World)
		**2** @ 100%

			* Iron Mine (New World)
			**1** @ 100%
			* Charcoal Kiln (New World)
			**2** @ 100%
	+ Caoutchouc Plantation
	**4** @ 100%

**Supplies:**

• 2300  Artistas Residences (up to 92000  Artistas)
Colibri - Harpy

**Colibri** and **Harpy** are cargo airships, available in  Empire of the Skies DLC (Harpy also requires  The Passage DLC), and can be built in  The Old World (and  Cape Trelawney) or  The New World in the  Rigid Airship Hangar.

## Helium vs Arctic Gas

Colibri is constructed using  Helium and has appropriate Helium Gas Cells modifier, while Harpy variant which uses  Arctic Gas receives appropriate Arctic Gas Chambers modifier.

**Helium Gas Cells**

* Hitpoints +100

**Arctic Gas Chambers**

* Movement Speed: +35%
* Damage from Ships: +40%
* Damage from Cannons: +40%
* Maintenance Cost: -10%
* Cargo Slowdown: +10%
Dynamite Factory

* Old World

**Dynamite Factory** is a Production Building which turns  Tallow and  Saltpetre into  Dynamite. It can be built only in the Old World (and Cape Trelawney).

## Productivity

It takes 60 seconds to produce 1 ton of dynamite from 1 ton of tallow and 1 ton of saltpetre so the production rate is 1 ton of dynamite per minute. Productivity can be changed by adjusting working conditions, using items and electricity.

### Danger of fires and explosions

Dynamite factories are very prone to starting fires or exploding, especially with high productivity. Therefore it is recommended to build fire stations very close to them. Items which lower chance of fire are also useful.

## Production Chains

All regular production chains involving the Dynamite Factory are listed below.

### Advanced Weapons

**Advanced Weapons**

 -17420 -120 -660 -2000 -92

 226000 248 440 336 180 180

* Heavy Weapons Factory
**4** @ 200%
for **4** /min

	+ **Dynamite Factory**
	**4** @ 100%

		- Rendering Works
		**4** @ 100%

			* Pig Farm
			**4** @ 100%
		- Saltpeter Works
		**8** @ 100%
	+ Furnace
	**2** @ 100%

		- Iron Mine
		**1** @ 100%
		- Coal Mine★
		**1** @ 100%

★ The  Coal Mine may be replaced with two  Charcoal Kilns

for   +10 +30 -10 -400 -4 +5

## Items

Some items when equipped in trade unions can have an impact on dynamite factories.
Colibri (Armed) - Harpy (Armed)

**Colibri (Armed)** and **Harpy (Armed)** are armed airships, available in  Empire of the Skies DLC (Harpy (Armed) also requires  The Passage DLC), and can be built in  The Old World (and  Cape Trelawney) or  The New World in the  Rigid Airship Hangar.

## Helium vs Arctic Gas

Colibri (Armed) is constructed using  Helium and has appropriate Helium Gas Cells modifier, while Harpy (Armed) variant which uses  Arctic Gas receives appropriate Arctic Gas Chambers modifier.

**Helium Gas Cells**

* Hitpoints +100

**Arctic Gas Chambers**

* Movement Speed: +35%
* Damage from Ships: +40%
* Damage from Cannons: +40%
* Maintenance Cost: -10%
* Cargo Slowdown: +10%
Anno 1800 Wiki

### Game mechanics

AttractivenessBuildingsCity incidentsDiplomacyElectricityExpeditionsNewspapersPopulationProductionQuestsShipsTradeTrade routes
### Regions

Game WorldOld WorldNew WorldCape TrelawneyThe ArcticEnbesaFertilities and resources
### Characters

CompetitorsNeutral TradersPiratesOther Characters
### Gameplay DLCs

The Anarchist DLCSunken Treasures DLCBotanica DLCThe Passage DLCSeat of Power DLCBright Harvest DLCLand of Lions DLCDocklands DLCTourist Season DLCThe High Life DLCSeeds of Change DLCEmpire of the Skies DLCNew World Rising DLC
### Cosmetic DLCs

Holiday Pack DLCAmusements Pack DLCCity Lights Pack DLCVehicle Liveries Pack DLCPedestrian Zone Pack DLCVibrant Cities Pack DLCPlant a Tree DLCSeasonal Decorations Pack DLCIndustrial Zone Pack DLCOld Town Pack DLCDragon Garden Pack DLCFiesta Pack DLCNational Park Pack DLCEldritch Pack DLC
### Community creations and guides

Building layouts • Favourite map seeds • Modding • Needs Calculators • Users' Guides
### Other pages

Achievements • Campaign • Creative Mode • Game Updates • Multiplayer • Sandbox • Scenarios • Statistics menu

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Bakery

* Old World

**Bakery** is a Production Building which turns  Flour into  Bread, the basic need of  Workers and  Artisans. It can be built only in the Old World (and Cape Trelawney).

## Productivity

It takes 60 seconds to produce 1 ton of bread from 1 ton of flour so the production rate is 1 ton of bread per minute. Productivity can be changed by adjusting working conditions, using items and electricity.

## Production Chains

All regular production chains involving the Bakery are listed below.

### Bread

**Bread**

 -210 -50 -100

 4940 20 15

* **Bakery**
**2** @ 100%
for **2** /min

	+ Flour Mill
	**1** @ 100%

		- Grain Farm
		**2** @ 100%

**Supplies:**

• 110  Workers Residences (up to 2200  Workers)

• **or** 55  Artisans Residences (up to 1650  Artisans)

• **or** 4  Hotels (up to 2000  Tourists)

### Tourist Season DLC

#### Food & Drink Venues

Bread is also used at Food & Drink Venues in the following recipes:

**Brioche Royale**
*The Iron Tower Recipe*

Affects All Old World Residences except Scholar Residences:
• Max Residents: +10%
• Bonus Residents +1: Residences gain bonus residents from:
 •  •  •  •  •  •  •  •
• Consumption reduction:  -10% •  -10% •  -10%

 -2150 -100 -150 -125 -200 -200 242

 39600 60 65 12 10 10

* The Iron Tower: Brioche Royale
**1** @ 100%

	+ Slaughterhouse
	**1** @ 100%

		- Pig Farm
		**1** @ 100%
	+ **Bakery**
	**1** @ 100%

		- Flour Mill
		**1** @ 50%

			* Grain Farm
			**1** @ 100%
	+ Cattle Farm (Old World)
	**2** @ 100%
	+ Goldsmiths
	**1** @ 100%

		- Gold Mine
		**2** @ 125%
		- Coal Mine
		**1** @ 25%

**Trifle Tower**
*The Iron Tower Recipe*

Affects All Old World Residences except Scholar Residences:
• Max Residents: +10%
• Bonus Residents +1: Residences gain bonus residents from:
 •  •  •  •  •  •  •  •
• Consumption reduction:  -10% •  -20% •  -10%

 -1110 -50 -50 -60 -50 -200 250

 22500 56 10

* The Iron Tower: Trifle Tower
**1** @ 100%

	+ Rum Distillery
	**1** @ 50%

		- Sugar Cane Plantation
		**1** @ 50%
		- Lumberjack's Hut (New World)
		**1** @ 25%
	+ **Bakery**
	**1** @ 100%

		- Flour Mill
		**1** @ 50%

			* Grain Farm
			**1** @ 100%
	+ Vineyard
	**2** @ 100%
	+ Sugar Refinery
	**1** @ 50%

		- Sugar Cane Plantation
		**1** @ 50%

## Alternatives

The Bakery is also involved in the following production chains when particular items are equipped in a  Trade Union.

### Using Grain instead of Flour

**Bread**
*Baker*

 -80 -20 -50

 2220 8 5

* **Bakery**
**1** @ 100%
for **1** /min

	+ Grain Farm
	**1** @ 100%

**Supplies:**

• 55  Workers Residences (up to 1100  Workers)

• **or** 27.5  Artisans Residences (up to 825  Artisans)

• **or** 2  Hotels (up to 1000  Tourists)

## Items

Some items when equipped in trade unions can have an impact on bakeries.
Advanced Weapons

**Advanced Weapons** is a construction material. By default, it can be produced only in the Old World.

## Usage

### Construction Material

 **Advanced Weapons** is a construction material only for military purposes. It is used to build  Big Betty and to construct steam military ships, such as  Battle Cruiser,  Monitor, and pyrphorian ships.

### Expeditions

Advanced weapons can be used during expeditions, they grant 30 bonus points to naval power skill and 30 bonus morale per 50 tons.

### Trade

Advanced weapons can be passively sold for 9644 or purchased for 24110 per ton. They can be actively bought from Jean La Fortune or Anne Harlow for 24110 coins. No neutral trader buys advanced weapons for a special price.

#### Passive trade

Advanced weapons can be also be obtained by trading passively with other goods, if any of the following items is equipped in appropriate Harbourmaster's Office:

## Regular Production

Advanced weapons are produced in a  Heavy Weapons Factory from  Dynamite and  Steel. The basic production chain for advanced weapons is shown below:

### Advanced Weapons

**Advanced Weapons**

 -17420 -120 -660 -2000 -92

 226000 248 440 336 180 180

* Heavy Weapons Factory
**4** @ 200%
for **4** /min

	+ Dynamite Factory
	**4** @ 100%

		- Rendering Works
		**4** @ 100%

			* Pig Farm
			**4** @ 100%
		- Saltpeter Works
		**8** @ 100%
	+ Furnace
	**2** @ 100%

		- Iron Mine
		**1** @ 100%
		- Coal Mine★
		**1** @ 100%

★ The  Coal Mine may be replaced with two  Charcoal Kilns

for   +10 +30 -10 -400 -4 +5

## Production with Items

When particular items are equipped in a  Trade Union, Advanced Weapons can be obtained as an extra good alongside the production of other goods.
Elevators

**Elevators** is a Construction Material. By default, it can be produced only in the Old World.

## Usage

### Construction Material

 **Elevators** are a construction material used only for skyscrapers. They are used to build and upgrade engineer and investor skyscrapers.

### Trade

Elevators can be passively sold for 7896 or purchased for 19740 per ton. No neutral trader buys or sells Elevators for a special price.

## Production

Elevators are produced in an  Assembly Line: Elevators from  Steel,  Wood Veneers and  Steam Motors. Elevators are involved in the following production chains:

**Elevators**

 -11610 -5 -1300 -1350 -95

 454900 234 360 252 220 225

* Assembly Line: Elevators
**1** @ 200%
for **4** /min

	+ Furnace
	**2** @ 100%

		- Iron Mine
		**1** @ 100%
		- Coal Mine
		**1** @ 100%
	+ Marquetry Workshop
	**4** @ 100%

		- Lumberjack's Hut
		**1** @ 100%
	+ Motor Assembly Line
	**3** @ 200%

		- Furnace
		**2** @ 100%

			* Iron Mine
			**1** @ 100%
			* Coal Mine
			**1** @ 100%
		- Brass Smeltery
		**4** @ 100%

			* Zinc Mine
			**2** @ 100%
			* Copper Mine
			**2** @ 100%
Fan Factory

* New World

**Fan Factory** is a Production Building which turns  Motor and  Aluminium Profiles into  Fans. It is available in  New World Rising DLC and can be built only in the New World, it requires  Electricity to operate.

## Productivity

It takes 30 seconds to produce 1 ton of fans from 1 ton of motor and 1 ton of aluminium profiles so the production rate is 2 tons of fans per minute. Productivity can be changed by adjusting working conditions and using items. As electricity is required to operate, this factory produces with 200% productivity by default.

## Production Chains

All regular production chains involving the Fan Factory are listed below.

### Fans

**Fans**

 -38450 -150 -1760 -5520 -900 -390

 1824420 1293 1350 192 138 138

* **Fan Factory**
**6** @ 200%
for **12** /min

	+ Motor Assembly Plant
	**6** @ 200%

		- Cable Factory
		**12** @ 100%

			* Copper Mine
			**6** @ 100%
			* Caoutchouc Plantation
			**12** @ 100%
		- Chemical Plant: Celluloid
		**6** @ 100%

			* Cotton Plantation
			**12** @ 100%
			* Orchard: Camphor Wax
			**6** @ 100%
			* Chemical Plant: Ethanol
			**6** @ 100%

				+ Lumberjack's Hut (New World)
				**3** @ 100%
				+ Corn Farm
				**12** @ 100%
		- Furnace (New World)
		**6** @ 100%

			* Iron Mine (New World)
			**3** @ 100%
			* Charcoal Kiln (New World)
			**6** @ 100%
	+ Aluminium Smelter
	**18** @ 100%

		- Bauxite Mine
		**2** @ 100%
		- Charcoal Kiln (New World)
		**6** @ 100%

**Supplies:**

• 3846.15  Artistas Residences (up to 153846  Artistas)

## Items

Some items when equipped in trade unions can have an impact on fan factories.
Clockmakers

* Old World

**Clockmakers** is a Production Building which turns  Gold and  Glass into  Pocket Watches. It can be built only in the Old World (and Cape Trelawney), it requires  electricity to operate.

## Productivity

It takes 45 seconds to produce 1 ton of pocket watches from 1 ton of gold and 1 ton of glass so the production rate is 1.33 tons of pocket watches per minute. Productivity can be changed by adjusting working conditions and using items. As electricity is required to operate, this factory produces with 200% productivity by default.

## Production Chains

All regular production chains involving the Clockmakers are listed below.

### Pocket Watches

**Pocket Watches**

 -10190 -100 -200 -950 -1000

 79900 164 290 100 70 70

* **Clockmakers**
**3** @ 200%
for **4** /min

	+ Goldsmiths
	**4** @ 100%

		- Gold Mine
		**10** @ 100%
		- Coal Mine★
		**1** @ 100%
	+ Glassmakers
	**2** @ 100%

		- Sand Mine
		**2** @ 100%

★ The  Coal Mine may be replaced with two  Charcoal Kilns

for   +10 +30 -10 -400 -4 +5

**Supplies:**

• 510  Engineers Residences (up to 20400  Engineers)

• **or** 255  Investors Residences (up to 12750  Investors)

## Alternatives

Clockmakers are also involved in the following production chains when particular items are equipped in a  Trade Union.

### Using Brass instead of Gold

**Pocket Watches**
*Chronometrist Chiara*

 -4960 -250 -200 -450 -40

 246800 102 195 148 110 110

* **Clockmakers**
**3** @ 200%
for **4** /min

	+ Brass Smeltery
	**4** @ 100%

		- Copper Mine
		**2** @ 100%
		- Zinc Mine
		**2** @ 100%
	+ Glassmakers
	**2** @ 100%

		- Sand Mine
		**2** @ 100%

**Supplies:**

• 510  Engineers Residences (up to 20400  Engineers)

• **or** 255  Investors Residences (up to 12750  Investors)

## Items

Some items when equipped in trade unions can have an impact on clockmakers.