Clay pit at 0 percent
anno117.tools lists the clay pit as a Latium Plebeian building on river terrain, cycle 0:30, output clay, build cost 2 timber, upkeep 8 denarii and 3 Plebeian workforce. Zero percent is a setup failure in that order, not a mystery debuff from patch 3.0.
Check in this order
- The footprint is on valid river tiles, not merely near water.
- Three Plebeian workers are available.
- A road reaches the warehouse and the city.
- The building is not paused.
- The warehouse is not full. This last step is an inference from the storage tab, one cautious source, not a quoted sentence.
- No negative productivity effect covers the pit.
GameRant’s beginner notes are the second source for roads and workforce as the usual reasons a building sleeps. Higher consumption in 3.0 makes you need more clay. It does not set an existing pit to zero. If the pit is in Aegyptus or Albion, you are looking at the wrong region: this file is Latium.
Questions
Why is productivity zero next to a river?
The tool page says the pit needs river terrain tiles, not just a nearby shoreline.
Did Update 3.0 break clay pits?
The patch raised consumption on new saves. It is not described as zeroing clay pits.
Sources
Checked 2026-11-06.