From 71869ecbaf49b6de208161d0e57a0904d53ece8e Mon Sep 17 00:00:00 2001 From: Jonathan van Rij Date: Wed, 31 Dec 2025 00:10:49 +0100 Subject: [PATCH] adds more data --- docs/buildings/_index.md | 90 ++- docs/buildings/aleatorium-albion.md | 3 +- docs/buildings/apiary-albion.md | 60 ++ docs/buildings/aqueduct-albion.md | 2 +- docs/buildings/armourer-albion.md | 55 ++ docs/buildings/bakery-albion.md | 18 +- docs/buildings/barley-farm-albion.md | 31 +- docs/buildings/barracks-albion.md | 62 ++ docs/buildings/barrow-albion.md | 67 +++ docs/buildings/baths-albion.md | 55 +- docs/buildings/beaver-hatter-albion.md | 77 +++ docs/buildings/beaver-trapper-albion.md | 68 +++ docs/buildings/bird-charmer-albion.md | 64 ++ docs/buildings/birrus-stitcher-albion.md | 78 +++ docs/buildings/brewery-albion.md | 43 +- docs/buildings/bronze-smelter-albion.md | 23 +- docs/buildings/campus-equitum-albion.md | 62 ++ docs/buildings/chair-maker-latium.md | 94 +++ docs/buildings/chariot-workshop-albion.md | 76 +++ docs/buildings/chassis-builder-albion.md | 64 ++ docs/buildings/cheese-maker-albion.md | 42 +- docs/buildings/cistern-albion.md | 10 +- docs/buildings/cockle-picker-albion.md | 84 ++- docs/buildings/collecting-basin-albion.md | 27 +- docs/buildings/competition-meadow-albion.md | 35 +- docs/buildings/concrete-mixer-latium.md | 49 ++ docs/buildings/copper-mine-albion.md | 40 +- docs/buildings/cushion-stuffer-latium.md | 50 ++ docs/buildings/custodes-albion.md | 71 +++ docs/buildings/depot-albion.md | 35 ++ docs/buildings/donkey-mill-albion.md | 11 +- docs/buildings/drainage-channel-albion.md | 36 ++ docs/buildings/earth-oven-albion.md | 85 +++ docs/buildings/eel-grabber-albion.md | 52 +- docs/buildings/elders-council-albion.md | 32 +- docs/buildings/epicure-of-air-albion.md | 75 +++ docs/buildings/fanum-albion.md | 39 +- docs/buildings/fibularium-albion.md | 79 +++ docs/buildings/flax-farm-albion.md | 35 +- docs/buildings/furnace-albion.md | 87 +++ docs/buildings/gilder-latium.md | 57 ++ docs/buildings/grammaticus-albion.md | 2 +- docs/buildings/greenhands-albion.md | 54 ++ docs/buildings/headpiece-maker-albion.md | 48 ++ docs/buildings/hemp-farm-albion.md | 19 +- docs/buildings/herb-garden-albion.md | 64 ++ docs/buildings/horner-albion.md | 15 +- docs/buildings/horse-breeder-albion.md | 70 +++ docs/buildings/horsecatcher-albion.md | 66 +++ docs/buildings/iron-mine-albion.md | 68 +++ docs/buildings/kontor-albion.md | 49 ++ docs/buildings/latrine-albion.md | 66 +++ docs/buildings/limestone-quarry-latium.md | 49 ++ docs/buildings/luthier-latium.md | 81 +++ docs/buildings/malthouse-albion.md | 22 +- docs/buildings/marble-mason-latium.md | 63 ++ docs/buildings/marble-quarry-latium.md | 50 ++ docs/buildings/market-albion.md | 7 + docs/buildings/medici-albion.md | 74 +++ docs/buildings/mud-drier-albion.md | 56 ++ docs/buildings/narcissium-albion.md | 79 +++ docs/buildings/officium-albion.md | 40 ++ docs/buildings/ox-farm-albion.md | 63 +- docs/buildings/pig-farm-albion.md | 34 +- docs/buildings/potter-albion.md | 31 +- docs/buildings/reed-collector-albion.md | 10 + docs/buildings/renderer-albion.md | 61 ++ docs/buildings/repair-crane-albion.md | 63 ++ docs/buildings/residence-albion.md | 37 +- docs/buildings/resin-trapper-albion.md | 61 ++ docs/buildings/ropemaker-albion.md | 64 ++ docs/buildings/sacred-grove-albion.md | 86 +++ docs/buildings/sailmaker-albion.md | 60 ++ docs/buildings/salsicium-albion.md | 73 +++ docs/buildings/saltwort-burner-albion.md | 50 ++ docs/buildings/saltwort-picker-albion.md | 54 ++ docs/buildings/sawmill-latium.md | 41 ++ docs/buildings/sheep-farm-albion.md | 33 +- docs/buildings/shell-gatherer-albion.md | 52 ++ docs/buildings/shield-beater-albion.md | 37 +- docs/buildings/shipyard-albion.md | 63 ++ docs/buildings/shoe-weaver-albion.md | 14 + .../shrine-of-mercury-lugus-albion.md | 69 +++ docs/buildings/shrine-of-minerva-albion.md | 68 +++ docs/buildings/shrine-of-neptune-albion.md | 68 +++ docs/buildings/siege-workshop-albion.md | 62 ++ docs/buildings/silver-forge-albion.md | 65 ++ docs/buildings/silver-mine-albion.md | 66 +++ docs/buildings/singers-hut-albion.md | 22 +- docs/buildings/sluice-gate-albion.md | 36 ++ docs/buildings/spinner-albion.md | 15 + docs/buildings/stringer-latium.md | 81 +++ docs/buildings/temple-albion.md | 31 +- docs/buildings/theater-albion.md | 27 +- docs/buildings/tiler-latium.md | 62 ++ docs/buildings/tin-mine-albion.md | 55 +- docs/buildings/tongue-plucker-albion.md | 64 ++ docs/buildings/trading-pier-albion.md | 43 ++ docs/buildings/trouser-maker-albion.md | 46 +- docs/buildings/vigiles-albion.md | 73 +++ docs/buildings/villa-des-praetors-albion.md | 44 ++ docs/buildings/vineyard-albion.md | 24 +- docs/buildings/watchtower-albion.md | 65 ++ docs/buildings/weaponsmith-albion.md | 74 +++ docs/buildings/well-albion.md | 65 ++ docs/buildings/wheat-farm-albion.md | 23 +- docs/buildings/wig-maker-albion.md | 65 ++ docs/buildings/winery-albion.md | 32 +- docs/buildings/wire-twister-albion.md | 38 +- docs/buildings/woad-plant-albion.md | 25 +- docs/buildings/woodcutter-latium.md | 68 +++ docs/goods/_index.md | 2 +- docs/goods/beer.md | 4 +- docs/goods/bird-tongues-aspic.md | 8 +- docs/goods/chariots.md | 6 +- docs/goods/clan-shields.md | 14 +- docs/goods/cockles.md | 2 +- docs/goods/couches.md | 2 +- docs/goods/drinking-horns.md | 2 +- docs/goods/fibulae.md | 4 +- docs/goods/fur-hats.md | 12 +- docs/goods/hand-mirrors.md | 4 +- docs/goods/lyras.md | 20 +- docs/goods/planks.md | 20 +- docs/goods/reed-shoes.md | 2 +- docs/goods/sausages.md | 2 +- docs/goods/torques.md | 4 +- docs/goods/trousers.md | 2 +- docs/goods/wigs.md | 4 +- docs/skills/_index.md | 159 ++++- docs/skills/additional-horsepower.md | 101 ++++ docs/skills/aegis-research.md | 89 +++ docs/skills/aesthetic-aedificator.md | 101 ++++ docs/skills/afforestation.md | 87 +++ docs/skills/albionic-loyalists.md | 41 ++ docs/skills/albionic-pillars.md | 42 ++ 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docs/skills/co-ordinated-volleys.md | 91 +++ docs/skills/concordance-research.md | 95 +++ docs/skills/conservation-decree.md | 95 +++ docs/skills/cover-positions.md | 93 +++ docs/skills/cult-of-cernunnos.md | 101 ++++ docs/skills/cult-of-epona.md | 101 ++++ docs/skills/cult-of-mercury-lugus.md | 101 ++++ docs/skills/cult-of-minerva.md | 99 ++++ docs/skills/day-watch.md | 97 +++ docs/skills/depotism.md | 91 +++ docs/skills/depots.md | 92 +++ docs/skills/depths-of-warehouse.md | 87 +++ docs/skills/divine-shrines.md | 97 +++ docs/skills/dominion-research.md | 90 +++ docs/skills/drainage.md | 90 +++ docs/skills/duct-irrigation.md | 91 +++ docs/skills/economy.md | 2 +- docs/skills/empyrean-research.md | 95 +++ docs/skills/encampment-errands.md | 92 +++ docs/skills/encyclopedic-research.md | 89 +++ docs/skills/eponas-hoofbeat.md | 98 +++ docs/skills/expert-research.md | 95 +++ docs/skills/fabulae-togatae.md | 104 ++++ docs/skills/firmer-foundations.md | 84 +++ docs/skills/fish-markets.md | 75 +++ docs/skills/flight-of-birds.md | 92 +++ docs/skills/games-of-tailteann.md | 103 ++++ docs/skills/generous-hospitality.md | 104 ++++ docs/skills/great-seaport-city.md | 87 +++ docs/skills/harbourmastery.md | 84 +++ docs/skills/hasty-horrea.md | 92 +++ docs/skills/hazard-prevention.md | 97 +++ docs/skills/healthy-competition.md | 87 +++ docs/skills/hippocratic-corps.md | 99 ++++ docs/skills/honeyed-arbour.md | 91 +++ docs/skills/hospitality.md | 105 ++++ docs/skills/hushing.md | 90 +++ docs/skills/imperial-parades.md | 98 +++ docs/skills/inventive-spirit.md | 96 +++ docs/skills/large-loans.md | 93 +++ docs/skills/latin-research.md | 90 +++ docs/skills/latrines.md | 96 +++ docs/skills/legatic-research.md | 89 +++ docs/skills/legionaries.md | 90 +++ docs/skills/legionic-research.md | 91 +++ docs/skills/lingua-romana.md | 101 ++++ docs/skills/mackerel-fishing.md | 90 +++ docs/skills/manipular-manouvres.md | 94 +++ docs/skills/manor-invictus.md | 94 +++ docs/skills/marble-roads.md | 104 ++++ docs/skills/marsh-services.md | 88 +++ docs/skills/metallurgical-research.md | 87 +++ docs/skills/metropolitan-research.md | 97 +++ docs/skills/monumental-research.md | 89 +++ docs/skills/multi-task-menders.md | 94 +++ docs/skills/nautical-research.md | 93 +++ docs/skills/navarchal-research.md | 93 +++ docs/skills/night-watch.md | 97 +++ docs/skills/open-house.md | 95 +++ docs/skills/ordine-research.md | 95 +++ docs/skills/parabolics.md | 93 +++ docs/skills/parmae.md | 93 +++ docs/skills/paved-roads.md | 86 +++ docs/skills/pax-amicitia.md | 92 +++ docs/skills/peoples-research.md | 95 +++ docs/skills/perilous-ports.md | 94 +++ docs/skills/phlogistic-research.md | 43 ++ docs/skills/phoenix-from-ashes.md | 97 +++ docs/skills/pier-to-pier-trading.md | 84 +++ docs/skills/plated-hulls.md | 94 +++ docs/skills/portitores.md | 99 ++++ docs/skills/praetorian-pumps.md | 97 +++ docs/skills/praetorian-research.md | 95 +++ docs/skills/praetorians.md | 90 +++ docs/skills/pro-domo.md | 93 +++ docs/skills/productive-cohabitation.md | 99 ++++ docs/skills/protective-entourage.md | 93 +++ docs/skills/provisional-castra.md | 93 +++ docs/skills/public-funding.md | 103 ++++ docs/skills/quartermastery.md | 99 ++++ docs/skills/quay-walls.md | 94 +++ docs/skills/quinquereme.md | 99 ++++ docs/skills/rain-of-pain.md | 94 +++ docs/skills/raising-sluices.md | 90 +++ docs/skills/rammed-earth.md | 94 +++ docs/skills/recruitment.md | 101 ++++ docs/skills/repair-cranes.md | 94 +++ docs/skills/replanting.md | 91 +++ docs/skills/reservoirs.md | 90 +++ docs/skills/right-to-repair.md | 103 ++++ docs/skills/sanitary-measures.md | 98 +++ docs/skills/scorpiones.md | 91 +++ docs/skills/seaport-city.md | 89 +++ docs/skills/seaport-of-latium.md | 89 +++ docs/skills/servants.md | 83 +++ docs/skills/sewing-circles.md | 94 +++ docs/skills/shipboard-scorpiones.md | 90 +++ docs/skills/shipwright-studies.md | 95 +++ docs/skills/shrine-of-the-people.md | 100 ++++ docs/skills/shrines-allowed.md | 98 +++ 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docs/skills/warmer-hospitality.md | 104 ++++ docs/skills/watchtowers.md | 98 +++ docs/skills/water-conservation.md | 90 +++ docs/skills/well-sorted-warehouses.md | 92 +++ docs/skills/wells.md | 96 +++ docs/skills/wetland-research.md | 88 +++ docs/skills/woodland-rebirth.md | 88 +++ processed.md | 556 +++++++++--------- 293 files changed, 20860 insertions(+), 528 deletions(-) create mode 100644 docs/buildings/apiary-albion.md create mode 100644 docs/buildings/armourer-albion.md create mode 100644 docs/buildings/barracks-albion.md create mode 100644 docs/buildings/barrow-albion.md create mode 100644 docs/buildings/beaver-hatter-albion.md create mode 100644 docs/buildings/beaver-trapper-albion.md create mode 100644 docs/buildings/bird-charmer-albion.md create mode 100644 docs/buildings/birrus-stitcher-albion.md create mode 100644 docs/buildings/campus-equitum-albion.md create mode 100644 docs/buildings/chair-maker-latium.md create mode 100644 docs/buildings/chariot-workshop-albion.md 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mode 100644 docs/skills/warmer-hospitality.md create mode 100644 docs/skills/watchtowers.md create mode 100644 docs/skills/water-conservation.md create mode 100644 docs/skills/well-sorted-warehouses.md create mode 100644 docs/skills/wells.md create mode 100644 docs/skills/wetland-research.md create mode 100644 docs/skills/woodland-rebirth.md diff --git a/docs/buildings/_index.md b/docs/buildings/_index.md index 08a4133..ad0fd2a 100644 --- a/docs/buildings/_index.md +++ b/docs/buildings/_index.md @@ -18,10 +18,12 @@ All production, service, and infrastructure buildings in Anno 117. - [Sheep Farm (Albion)](./sheep-farm-albion.md) - Produces Wool - [Pig Farm (Latium)](./pig-farm-latium.md) - Produces Pork - [Pig Farm (Albion)](./pig-farm-albion.md) - Produces Pork -- [Ox Farm (Albion)](./ox-farm-albion.md) - Produces Milk +- [Ox Farm (Albion)](./ox-farm-albion.md) - Produces Oxen - [Horse Breeder (Latium)](./horse-breeder-latium.md) - Produces Horses +- [Horse Breeder (Albion)](./horse-breeder-albion.md) - Produces Horses ### Plantations (Plantage) +- [Herb Garden (Albion)](./herb-garden-albion.md) - Produces Herbs - [Lavender Farm (Latium)](./lavender-farm-latium.md) - Produces Lavender - [Olive Grower (Latium)](./olive-grower-latium.md) - Produces Olives - [Vineyard (Latium)](./vineyard-latium.md) - Produces Grapes @@ -34,29 +36,44 @@ All production, service, and infrastructure buildings in Anno 117. - [Cockle Picker (Albion)](./cockle-picker-albion.md) - Produces Cockles - [Eel Grabber (Albion)](./eel-grabber-albion.md) - Produces Eels +### Hunting Cabins (Jagdhuette) +- [Beaver Trapper (Albion)](./beaver-trapper-albion.md) - Produces Beaver +- [Bird Charmer (Albion)](./bird-charmer-albion.md) - Produces Small Birds +- [Horsecatcher (Albion)](./horsecatcher-albion.md) - Produces Ponies + ### Gatherers (Sammler) +- [Apiary (Albion)](./apiary-albion.md) - Produces Honeycombs - [Beekeeper (Latium)](./beekeeper-latium.md) - Produces Honey - [Beekeeper (Albion)](./beekeeper-albion.md) - Produces Honey - [Reed Collector (Albion)](./reed-collector-albion.md) - Produces Reeds +- [Saltwort Picker (Albion)](./saltwort-picker-albion.md) - Produces Saltwort +- [Shell Gatherer (Albion)](./shell-gatherer-albion.md) - Produces Scallop Shells ### Forest Camps (Waldlager) - [Woodcutter Hut](./woodcutter-hut.md) - Produces Logs +- [Woodcutter (Latium)](./woodcutter-latium.md) - Produces Wood - [Woodcutter (Albion)](./woodcutter-albion.md) - Produces Wood - [Charcoal Burner (Latium)](./charcoal-burner-latium.md) - Produces Charcoal - [Charcoal Burner (Albion)](./charcoal-burner-albion.md) - Produces Charcoal - [Resin Tapper (Latium)](./resin-tapper-latium.md) - Produces Resin +- [Resin Trapper (Albion)](./resin-trapper-albion.md) - Produces Resin ### Quarries (Steinbruch) +- [Limestone Quarry (Latium)](./limestone-quarry-latium.md) - Produces Limestone - [Limestone Quarry (Albion)](./limestone-quarry-albion.md) - Produces Limestone - [Granite Quarry (Albion)](./granite-quarry-albion.md) - Produces Granite Blocks +- [Marble Quarry (Latium)](./marble-quarry-latium.md) - Produces Raw Marble ### Mining (Mine) - [Iron Mine (Latium)](./iron-mine-latium.md) - Produces Iron Ore +- [Iron Mine (Albion)](./iron-mine-albion.md) - Produces Iron Ore - [Copper Mine (Albion)](./copper-mine-albion.md) - Produces Copper Ore +- [Silver Mine (Albion)](./silver-mine-albion.md) - Produces Silver Ore - [Tin Mine (Albion)](./tin-mine-albion.md) - Produces Tin Ore ### Pits (Grube) - [Clay Pit (Latium)](./clay-pit-latium.md) - Produces Clay +- [Mud Drier (Albion)](./mud-drier-albion.md) - Produces Mud - [Sand Refinery (Albion)](./sand-refinery-albion.md) - Produces Quartz Sand ### Extractors (Extrahierer) @@ -64,21 +81,31 @@ All production, service, and infrastructure buildings in Anno 117. - [Grain Mill (Latium)](./grain-mill-latium.md) - Wheat to Flour - [Donkey Mill (Albion)](./donkey-mill-albion.md) - Wheat to Flour - [Brine Boiler (Latium)](./brine-boiler-latium.md) - Produces Lye +- [Greenhands (Albion)](./greenhands-albion.md) - Produces Celtic Green +- [Renderer (Albion)](./renderer-albion.md) - Pigs to Lard +- [Saltwort Burner (Albion)](./saltwort-burner-albion.md) - Saltwort to Brine +- [Tongue Plucker (Albion)](./tongue-plucker-albion.md) - Small Birds to Bird Tongues ### Smelters (Schmelzofen) - [Furnace (Latium)](./furnace-latium.md) - Iron Ore to Iron +- [Furnace (Albion)](./furnace-albion.md) - Iron Ore to Iron - [Bronze Smelter (Albion)](./bronze-smelter-albion.md) - Copper + Tin to Bronze +- [Silver Forge (Albion)](./silver-forge-albion.md) - Silver Ore to Silver ### Manufacturers (Hersteller) - [Sawmill](./sawmill.md) - Logs to Timber +- [Sawmill (Latium)](./sawmill-latium.md) - Wood to Timber - [Sawmill (Albion)](./sawmill-albion.md) - Wood to Timber - [Brickworks (Latium)](./brickworks-latium.md) - Clay to Bricks - [Brickworks (Albion)](./brickworks-albion.md) - Clay to Bricks +- [Concrete Mixer (Latium)](./concrete-mixer-latium.md) - Quartz Sand + Limestone to Concrete - [Concrete Mixer (Albion)](./concrete-mixer-albion.md) - Quartz Sand + Limestone to Concrete - [Granite Cutter (Albion)](./granite-cutter-albion.md) - Granite Blocks to Granite - [Labourer's Yard (Albion)](./labourers-yard-albion.md) - Produces Wattle & Daub +- [Marble Mason (Latium)](./marble-mason-latium.md) - Raw Marble to Marble - [Tessera Works (Latium)](./tessera-works-latium.md) - Produces Mosaics - [Tiler (Albion)](./tiler-albion.md) - Clay to Tiles +- [Tiler (Latium)](./tiler-latium.md) - Clay to Tiles ### Kitchens (Kueche) - [Porridge Stand](./porridge-stand.md) - Oats to Porridge @@ -86,43 +113,62 @@ All production, service, and infrastructure buildings in Anno 117. - [Bakery (Latium)](./bakery-latium.md) - Flour + Charcoal to Bread - [Bakery (Albion)](./bakery-albion.md) - Flour + Charcoal to Bread - [Cheese Maker (Albion)](./cheese-maker-albion.md) - Milk to Cheese +- [Earth Oven (Albion)](./earth-oven-albion.md) - Saltwort + Oxen + Charcoal to Roast Beef +- [Epicure of Air (Albion)](./epicure-of-air-albion.md) - Produces Bird Tongues in Aspic - [Garum Maker (Latium)](./garum-maker-latium.md) - Produces Garum +- [Salsicium (Albion)](./salsicium-albion.md) - Herbs + Pigs + Charcoal to Sausages ### Manufactories (Manufaktur) - [Malthouse (Albion)](./malthouse-albion.md) - Barley to Malt -- [Brewery (Albion)](./brewery-albion.md) - Malt to Beer +- [Brewery (Albion)](./brewery-albion.md) - Malt + Charcoal to Beer - [Olive Press (Latium)](./olive-press-latium.md) - Olives to Olive Oil - [Winery (Latium)](./winery-latium.md) - Grapes + Honey to Wine - [Winery (Albion)](./winery-albion.md) - Grapes + Honey to Wine - [Soap Boiler (Latium)](./soap-boiler-latium.md) - Lavender + Lye to Soap - [Potter (Latium)](./potter-latium.md) - Clay + Resin to Pottery -- [Potter (Albion)](./potter-albion.md) - Clay + Resin to Pottery +- [Potter (Albion)](./potter-albion.md) - Mud + Resin to Amphorae ### Workshops (Handwerksstube) - [Tannery (Latium)](./tannery-latium.md) - Pork to Leather - [Tannery (Albion)](./tannery-albion.md) - Pork to Leather +- [Headpiece Maker (Albion)](./headpiece-maker-albion.md) - Flax + Resin to Hairnets - [Ropemaker (Latium)](./ropemaker-latium.md) - Hemp to Ropes +- [Ropemaker (Albion)](./ropemaker-albion.md) - Hemp to Ropes - [Sailmaker (Latium)](./sailmaker-latium.md) - Hemp to Sails +- [Sailmaker (Albion)](./sailmaker-albion.md) - Wool to Sails +- [Stringer (Latium)](./stringer-latium.md) - Sheep to Strings ### Cloth Dealers (Tuchhaendler) +- [Birrus Stitcher (Albion)](./birrus-stitcher-albion.md) - Celtic Green + Sheep to Cloaks - [Spinner (Latium)](./spinner-latium.md) - Hemp to Tunics - [Spinner (Albion)](./spinner-albion.md) - Hemp to Tunics - [Spinner](./spinner.md) - Hemp to Tunics - [Shoe Weaver (Albion)](./shoe-weaver-albion.md) - Reeds to Woven Shoes - [Sandal Maker (Latium)](./sandal-maker-latium.md) - Leather to Sandals -- [Trouser Maker (Albion)](./trouser-maker-albion.md) - Wool + Woad to Trousers +- [Hosier (Albion)](./trouser-maker-albion.md) - Wool + Woad to Trousers ### Craftsmen (Kunsthandwerker) - [Pileus Felter (Latium)](./pileus-felter-latium.md) - Wool to Felt Caps -- [Wire Twister (Albion)](./wire-twister-albion.md) - Copper Ore to Wire Jewelry -- [Horner (Albion)](./horner-albion.md) - Tin Ore to Horns + +### Artisanal Studios (Kuenstlerstudio) +- [Beaver Hatter (Albion)](./beaver-hatter-albion.md) - Beaver Pelts + Brine to Fur Hats +- [Fibularium (Albion)](./fibularium-albion.md) - Silver to Brooches +- [Horner (Albion)](./horner-albion.md) - Tin Ore + Oxen to Drinking Horns +- [Narcissium (Albion)](./narcissium-albion.md) - Scallop Shells + Silver to Handmirrors +- [Wig Maker (Albion)](./wig-maker-albion.md) - Hair Nets + Horses to Wigs +- [Wire-Twister (Albion)](./wire-twister-albion.md) - Charcoal + Copper Ore to Torcs ### Workshops (Werkstatt) -- [Shield Beater (Albion)](./shield-beater-albion.md) - Bronze to Shields +- [Chariot Workshop (Albion)](./chariot-workshop-albion.md) - Chassis + Ponies to Chariots +- [Chassis Builder (Albion)](./chassis-builder-albion.md) - Reeds + Wood to Chassis +- [Gilder (Latium)](./gilder-latium.md) - Gold + Sandarac Wood to Gilded Wood +- [Shield Beater (Albion)](./shield-beater-albion.md) - Bronze + Woad to Ceremonial Shields ### Armoury (Waffenkammer) - [Armourer (Latium)](./armourer-latium.md) - Produces Armour from Iron and Leather +- [Armourer (Albion)](./armourer-albion.md) - Produces Armour from Iron and Leather - [Weaponsmith (Latium)](./weaponsmith-latium.md) - Produces Weapons from Iron +- [Weaponsmith (Albion)](./weaponsmith-albion.md) - Produces Weapons from Iron ### Shrines (Schrein) - [Shrine of Ceres (Latium)](./shrine-of-ceres-latium.md) - Faith and Health area effects @@ -134,21 +180,24 @@ All production, service, and infrastructure buildings in Anno 117. - [Shrine of Mars (Latium)](./shrine-of-mars-latium.md) - Population and Prestige area effects - [Shrine of Mars (Albion)](./shrine-of-mars-albion.md) - Population and Prestige area effects - [Shrine of Mercury-Lugus (Latium)](./shrine-of-mercury-lugus-latium.md) - Faith area effects +- [Shrine of Mercury-Lugus (Albion)](./shrine-of-mercury-lugus-albion.md) - Faith area effects - [Shrine of Minerva (Latium)](./shrine-of-minerva-latium.md) - Knowledge and Prestige area effects +- [Shrine of Minerva (Albion)](./shrine-of-minerva-albion.md) - Knowledge and Prestige area effects - [Shrine of Neptune (Latium)](./shrine-of-neptune-latium.md) - Faith and Fire Safety area effects +- [Shrine of Neptune (Albion)](./shrine-of-neptune-albion.md) - Faith and Fire Safety area effects ### Public Services (Oeffentlicher Dienst) - [Market (Latium)](./market-latium.md) - Population and Income area effects - [Market (Albion)](./market-albion.md) - Population and Income area effects - [Taberna (Latium)](./taberna-latium.md) - Population and Happiness area effects -- [Singer's Hut (Albion)](./singers-hut-albion.md) - Population and Happiness area effects +- [Bardic Hearth (Albion)](./singers-hut-albion.md) - Population and Happiness area effects - [Sanctuary (Latium)](./sanctuary-latium.md) - Faith and Happiness area effects - [Grammaticus (Latium)](./grammaticus-latium.md) - Knowledge area effects - [Grammaticus (Albion)](./grammaticus-albion.md) - Knowledge area effects -- [Competition Meadow (Albion)](./competition-meadow-albion.md) - Population, Happiness, Health area effects +- [Recreation Ground (Albion)](./competition-meadow-albion.md) - Prestige, Happiness, Health area effects - [Fanum (Albion)](./fanum-albion.md) - Faith and Happiness area effects - [Theater (Latium)](./theater-latium.md) - Happiness, Faith, Prestige area effects -- [Theater (Albion)](./theater-albion.md) - Faith, Happiness, Knowledge area effects +- [Theater (Albion)](./theater-albion.md) - Knowledge, Prestige, Happiness area effects - [Aleatorium (Latium)](./aleatorium-latium.md) - Happiness and Knowledge area effects - [Aleatorium (Albion)](./aleatorium-albion.md) - Happiness and Knowledge area effects - [Temple (Latium)](./temple-latium.md) - Faith and Happiness area effects @@ -160,21 +209,31 @@ All production, service, and infrastructure buildings in Anno 117. - [Baths (Albion)](./baths-albion.md) - Happiness, Health, Knowledge area effects - [Amphitheater (Latium)](./amphitheater-latium.md) - Faith, Happiness, Knowledge area effects - [Temple (Albion)](./temple-albion.md) - Faith and Happiness area effects -- [Elders Council (Albion)](./elders-council-albion.md) - Happiness, Faith, Knowledge area effects +- [Alder Council (Albion)](./elders-council-albion.md) - Population, Faith, Knowledge area effects +- [Sacred Grove (Albion)](./sacred-grove-albion.md) - Knowledge and Prestige area effects +- [Barrow (Albion)](./barrow-albion.md) - Belief, Prestige, Health area effects ### City Services (Stadtdienste) - [Well (Latium)](./well-latium.md) - Fire Safety area effect +- [Well (Albion)](./well-albion.md) - Fire Safety area effect - [Latrine (Latium)](./latrine-latium.md) - Health area effect +- [Latrine (Albion)](./latrine-albion.md) - Health area effect - [Watchtower (Latium)](./watchtower-latium.md) - Happiness area effect +- [Watchtower (Albion)](./watchtower-albion.md) - Happiness area effect ### City Watch (Stadtwache) - [Custodia (Latium)](./custodia-latium.md) - City watch providing happiness area effects +- [Custodes (Albion)](./custodes-albion.md) - City watch providing happiness area effects - [Medici (Latium)](./medici-latium.md) - Medical facility providing health area effects +- [Medici (Albion)](./medici-albion.md) - Medical facility providing health area effects - [Vigiles (Latium)](./vigiles-latium.md) - Fire watch and emergency responders +- [Vigiles (Albion)](./vigiles-albion.md) - Fire watch and emergency responders ### Specialist Buildings (Spezialistengebaeude) - [Officium (Latium)](./officium-latium.md) - Houses specialists +- [Officium (Albion)](./officium-albion.md) - Houses specialists - [Villa of the Praetor (Latium)](./villa-des-praetors-latium.md) - Governor Villa for specialists +- [Villa of the Praetor (Albion)](./villa-des-praetors-albion.md) - Governor Villa for specialists ### Housing (Wohnhaus) - [Residence (Latium)](./residence-latium.md) - Housing for Plebeians through Nobles @@ -182,11 +241,14 @@ All production, service, and infrastructure buildings in Anno 117. ### Military / Recruitment (Rekrutierungsgebaeude) - [Barracks (Latium)](./barracks-latium.md) - Infantry recruitment building +- [Barracks (Albion)](./barracks-albion.md) - Infantry recruitment building - [Campus Equitum (Latium)](./campus-equitum-latium.md) - Cavalry recruitment building - [Siege Workshop (Latium)](./siege-workshop-latium.md) - Siege unit recruitment building +- [Siege Workshop (Albion)](./siege-workshop-albion.md) - Siege unit recruitment building ### Infrastructure (Infrastruktur) - [Trading Post (Latium)](./kontor-latium.md) - Island trading post and main storage hub +- [Trading Post (Albion)](./kontor-albion.md) - Island trading post and main storage hub - [Warehouse (Latium)](./warehouse-latium.md) - Central storage and distribution hub - [Warehouse (Albion)](./warehouse-albion.md) - Central storage and distribution hub - [Collecting Basin (Latium)](./collecting-basin-latium.md) - Collects water for aqueducts @@ -195,12 +257,18 @@ All production, service, and infrastructure buildings in Anno 117. - [Aqueduct (Albion)](./aqueduct-albion.md) - Transports water - [Cistern (Latium)](./cistern-latium.md) - Stores and distributes water - [Cistern (Albion)](./cistern-albion.md) - Stores and distributes water +- [Drainage Channel (Albion)](./drainage-channel-albion.md) - Drains marshland for construction +- [Sluice Gate (Albion)](./sluice-gate-albion.md) - Marshland water management ### Harbour Buildings (Hafen) +- [Depot (Albion)](./depot-albion.md) - Extended harbour storage facility - [Depot (Latium)](./depot-latium.md) - Extended harbour storage facility - [Repair Crane (Latium)](./repair-crane-latium.md) - Ship repairs +- [Repair Crane (Albion)](./repair-crane-albion.md) - Ship repairs +- [Shipyard (Albion)](./shipyard-albion.md) - Constructs ships for naval fleet - [Shipyard (Latium)](./shipyard-latium.md) - Constructs ships for naval fleet - [Trading Pier (Latium)](./trading-pier-latium.md) - Harbour building for trading ships +- [Trading Pier (Albion)](./trading-pier-albion.md) - Harbour building for trading ships ## Placement Rules diff --git a/docs/buildings/aleatorium-albion.md b/docs/buildings/aleatorium-albion.md index 4495b17..8f6d8ae 100644 --- a/docs/buildings/aleatorium-albion.md +++ b/docs/buildings/aleatorium-albion.md @@ -8,8 +8,9 @@ |-------|-------| | Category | Public Service | | Region | Albion | -| Required Tier | [Elders](../population-tiers/elders.md) | +| Required Tier | [Nobles](../population-tiers/nobles.md) | | Dimensions | 10x10 (14x14 with roads) | +| Skill Tree | Yes (requires unlock) | ## Description diff --git a/docs/buildings/apiary-albion.md b/docs/buildings/apiary-albion.md new file mode 100644 index 0000000..9698a07 --- /dev/null +++ b/docs/buildings/apiary-albion.md @@ -0,0 +1,60 @@ +# Apiary (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Gatherer | +| Region | Albion | +| Required Tier | [Nobles](../population-tiers/nobles.md) | +| Cycle Time | 45 seconds | +| Dimensions | 5x5 (7x7 with roads) | + +## Description + +Produces Honeycombs from meadows. Requires Meadow Area for placement and must be unlocked via the skill tree. + +## Costs + +**Build Cost:** 1 Timber, 2 Bricks, 2 Concrete + +**Maintenance:** -14 gold/min, 3 Waders + +## Production + +**Input:** None + +**Output:** [Honeycombs](../goods/honeycombs.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | +| Constraints | Meadow Area required | + +## Unlock Condition + +Requires skill tree research. + +## Specialists + +| Specialist | Rarity | Domain | Effect | +|-----------|--------|--------|--------| +| [Gleaner](../specialists/gleaner.md) | Common | Nature | Gatherers in range: -25% Workforce needed, -50% Upkeep cost | +| [Mellarius](../specialists/mellarius.md) | Common | Research | Wax Tablets Chain in range: +10% Productivity | +| [Vinecrusher](../specialists/vinecrusher.md) | Rare | Religion | Vintner and Wine Chain in range: +20% Productivity | + +## Related Buildings + +- [Apiary (Latium)](./apiary-latium.md) +- [Shell Gatherer (Albion)](./shell-gatherer-albion.md) +- [Saltwort Picker (Albion)](./saltwort-picker-albion.md) +- [Reed Gatherer (Albion)](./reed-gatherer-albion.md) +- [Sandarac Nursery (Latium)](./sandarac-nursery-latium.md) +- [Tabulus (Latium)](./tabulus-latium.md) +- [Vineyard (Latium)](./vineyard-latium.md) +- [Vintner (Latium)](./vintner-latium.md) diff --git a/docs/buildings/aqueduct-albion.md b/docs/buildings/aqueduct-albion.md index c5f4d5c..7761810 100644 --- a/docs/buildings/aqueduct-albion.md +++ b/docs/buildings/aqueduct-albion.md @@ -8,7 +8,7 @@ |-------|-------| | Category | Infrastructure | | Region | Albion | -| Required Tier | [Elders](../population-tiers/elders.md) | +| Required Tier | [Nobles](../population-tiers/nobles.md) | | Dimensions | 1x1 (2x2 with roads) | ## Description diff --git a/docs/buildings/armourer-albion.md b/docs/buildings/armourer-albion.md new file mode 100644 index 0000000..dce0318 --- /dev/null +++ b/docs/buildings/armourer-albion.md @@ -0,0 +1,55 @@ +# Armourer (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Region | Albion | +| Category | Armoury | +| Required Tier | [Mercators](../population-tiers/tier-iii.md), [Smiths](../population-tiers/tier-ii-albion.md) | +| Cycle Time | 1:30 | +| Dimensions | 6x7 (base) / 8x10 (with effects) | + +## Description + +Produces Armour from Iron and Leather. Requires Charcoal as fuel to operate. + +## Costs + +**Construction Cost:** 4 Timber, 5 Bricks + +**Maintenance:** -20 Income, -6 Mercators + +## Area Effects + +| Effect | Value | +|--------|-------| +| Fire Safety | +1 | +| (Negative) | -2 | + +## Production + +**Fuel:** Charcoal + +**Input:** Iron, Leather + +**Output:** [Armour](../goods/armour.md) + +## Specialists + +| Specialist | Rarity | Type | Effects | +|------------|--------|------|---------| +| Favillus, Survivor of Sands and Sandals | Legendary | Economic | Smelters and Armouries in range: Productivity +35%, Fuel efficiency +35%, Fire Safety area effect +1. Legendary Bonus: Dedicate your island to the god Mars. | +| Aun, Proselyte of Mars Loucetius | Legendary | Religion | Armouries in range: Productivity +10%, Fuel efficiency +35%, Belief area effect +1.5, Upkeep cost -25%. Legendary Bonus: Be at war. | +| Lamellary Armourer | Rare | Military | Armour Chain in range: Productivity +20%. Affects Iron Mine, Tannery, Woodcutter, Furnace, Armourer, Salt Ponds, Pig Farm. | +| Hephaestian Polysmith | Rare | Military | Armouries in range: Workforce needed -33%, Upkeep cost -66%. | +| Zorsines, Sarmatian Swordshaper | Legendary | Economic | Armouries in range: Productivity +30%, Additional 1t every 10 cycles, Fuel efficiency +25%. Legendary Bonus: Own at least 10 Praetorian Cavalry. | +| Enna Ardsolas, Shining Bulwark | Epic | Civic | Armourer in range: Prestige area effect +1.5. | + +## Related Buildings + +- [Armourer (Latium)](./armourer-latium.md) +- [Weaponsmith (Latium)](./weaponsmith-latium.md) +- [Weaponsmith (Albion)](./weaponsmith-albion.md) diff --git a/docs/buildings/bakery-albion.md b/docs/buildings/bakery-albion.md index b0d9122..23f75c8 100644 --- a/docs/buildings/bakery-albion.md +++ b/docs/buildings/bakery-albion.md @@ -8,7 +8,7 @@ |-------|-------| | Category | Kitchen | | Region | Albion | -| Required Tier | [Smiths](../population-tiers/smiths.md) | +| Required Tier | [Mercators](../population-tiers/mercators.md) | | Cycle Time | 60 seconds | | Dimensions | 4x5 (6x7 with roads) | @@ -20,7 +20,7 @@ Produces Bread from Flour, requiring Charcoal as fuel. A staple food for Celtic **Build Cost:** 1 Timber, 3 Bricks -**Maintenance:** -14 gold/min, 3 Smiths +**Maintenance:** -14 gold/min, 3 Mercators ## Attributes @@ -53,8 +53,22 @@ Produces Bread from Flour, requiring Charcoal as fuel. A staple food for Celtic [Bread Chain](../production-chains/bread.md) +## Specialists + +| Specialist | Rarity | Type | Effect | +|------------|--------|------|--------| +| [Apion Mochthos Apicius, of Apeiron Appetite](../specialists/apion-mochthos-apicius.md) | Epic | Culture | Kitchens in range: +25% Productivity, +1 Happiness area effect | +| [Diviner of Dough](../specialists/diviner-of-dough.md) | Common | Economic | Bread Chain in range: +10% Productivity | +| [Vigilant Baker](../specialists/vigilant-baker.md) | Rare | Military | Bakeries in range: +1 Fire Safety area effect | +| [Hestian Culinarian](../specialists/hestian-culinarian.md) | Rare | Economic | Kitchens in range: -33% Workforce needed, -66% Upkeep cost | +| [Magnus Bantius the Deipnosophist](../specialists/magnus-bantius-the-deipnosophist.md) | Epic | Research | Kitchens in range: +1.5 Knowledge area effect | + ## Related Buildings - [Donkey Mill (Albion)](./donkey-mill-albion.md) - [Charcoal Burner (Albion)](./charcoal-burner-albion.md) - [Bakery (Latium)](./bakery-latium.md) +- [Epicure of Air (Albion)](./epicure-of-air-albion.md) +- [Porridge Stand](./porridge-stand.md) +- [Dairy (Albion)](./cheese-maker-albion.md) +- [Salsicium (Albion)](./salsicium-albion.md) diff --git a/docs/buildings/barley-farm-albion.md b/docs/buildings/barley-farm-albion.md index 2dd16d5..42fd3ea 100644 --- a/docs/buildings/barley-farm-albion.md +++ b/docs/buildings/barley-farm-albion.md @@ -6,21 +6,22 @@ | Field | Value | |-------|-------| -| Category | Farm | +| Category | Arable Farm | | Region | Albion | -| Required Tier | [Waders](../population-tiers/waders.md) | +| Required Tier | [Smiths](../population-tiers/smiths.md) | | Cycle Time | 60 seconds | | Dimensions | 5x5 (7x7 with roads) | +| Aqueduct Support | Yes | ## Description -Cultivates Barley for beer production. Requires Barley fertility. +Cultivates Barley for beer production. Requires Barley fertility. Can be improved with an aqueduct connection. ## Costs -**Build Cost:** 2 Timber, 1 Bricks +**Build Cost:** 2 Planks, 1 Wattle & Daub -**Maintenance:** -4 gold/min, 3 Waders +**Maintenance:** -4 gold/min, 3 Waders workforce ## Production @@ -36,7 +37,23 @@ Cultivates Barley for beer production. Requires Barley fertility. | Warehouse Required | Yes | | Constraints | Fertility: Barley | +## Specialists + +| Name | Rarity | Type | Effect | +|------|--------|------|--------| +| [Irrigator](../specialists/irrigator.md) | Common | Economic | Arable Farms in range: Water consumption -50% | +| [Busy Sprout](../specialists/busy-sprout.md) | Common | Culture | Beer Chain in range: Productivity +10% | +| [Renaturer](../specialists/renaturer.md) | Common | Economic | Herb Garden and Barley Farm in range: Workforce needed -25%, Run by Smith Workforce instead of Wader Workforce | +| [Tullus Caecilius Cornutus, Arval Brother of Insitor](../specialists/tullus-caecilius-cornutus.md) | Epic | Nature | Arable Farms in range: Workforce needed -40%, Upkeep cost -80% | + ## Related Buildings -- [Malthouse (Albion)](./malthouse-albion.md) -- [Brewery (Albion)](./brewery-albion.md) +- [Malthouse (Albion)](./malthouse-albion.md) - Processes Barley into Malt +- [Brewery (Albion)](./brewery-albion.md) - Processes Malt into Beer + +### Other Arable Farms + +- [Flax Farm (Albion)](./flax-farm-albion.md) +- [Oat Farm](./oat-farm.md) +- [Hemp Farm (Albion)](./hemp-farm-albion.md) +- [Wheat Farm (Albion)](./wheat-farm-albion.md) diff --git a/docs/buildings/barracks-albion.md b/docs/buildings/barracks-albion.md new file mode 100644 index 0000000..c7eb3e6 --- /dev/null +++ b/docs/buildings/barracks-albion.md @@ -0,0 +1,62 @@ +# Barracks (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Region | Albion | +| Category | Recruitment Building | +| Required Tier | [Mercators (Tier III)](../population-tiers/tier-iii.md), [Smiths (Tier II)](../population-tiers/tier-ii.md) | +| Dimensions | 8x8 (base), 11x11 (with roads) | + +## Description + +The Barracks is a military recruitment building in the Albion region. It becomes available once you have Mercators and Smiths population tiers. It is used to recruit infantry troops for your army. + +## Costs + +**Build Cost:** 1,000 Gold, 3 Timber, 6 Bricks + +**Maintenance:** -10 Gold, -10 Waders + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Production + +**Input:** None + +**Output:** Troops (recruitment building) + +## Specialists + +| Specialist | Rarity | Type | Effects | +|------------|--------|------|---------| +| Enlister | Common | Military | Recruitment Building in range: Troop recruitment speed +50% | +| Clarion Caller | Rare | Military | Barracks in range: Troop recruitment speed +100%, Troop recruitment cost -20% | +| Hasdrubal, Pedagogic Authority | Epic | Military | Recruitment Building in range: Troop recruitment speed +100%, Troop recruitment cost -25%, Hitpoints +25% | + +## Related Buildings + +Other Recruitment Buildings: +- [Siege Workshop (Latium)](./siege-workshop-latium.md) +- [Siege Workshop (Albion)](./siege-workshop-albion.md) +- [Campus Equitum (Latium)](./campus-equitum-latium.md) +- [Campus Equitum (Albion)](./campus-equitum-albion.md) +- [Barracks (Latium)](./barracks-latium.md) + +## Usage Patterns + +Place the Barracks to recruit infantry units for military operations. In Albion, this building requires both Mercators and Smiths tiers, making it available slightly later in the game progression compared to the Latium version. + +## Common Pitfalls + +- Requires 10 Waders workforce - ensure sufficient Waders population before constructing +- Large footprint (8x8) requires space planning in your city layout +- Consider specialist placement to maximize recruitment efficiency diff --git a/docs/buildings/barrow-albion.md b/docs/buildings/barrow-albion.md new file mode 100644 index 0000000..0286259 --- /dev/null +++ b/docs/buildings/barrow-albion.md @@ -0,0 +1,67 @@ +# Barrow (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Marvel | +| Region | Albion | +| Required Tier | [Elders](../population-tiers/elders.md) | +| Dimensions | 14x14 (20x20 with roads) | + +## Description + +Ancient Celtic burial mound providing Faith, Prestige, and Health bonuses to surrounding areas. + +## Costs + +**Build Cost:** 25000 Gold, 5 Timber, 25 Wattle, 25 Granite + +**Maintenance:** -160 gold/min + +## Area Effects + +| Effect | Value | +|--------|-------| +| Belief | +3 | +| Prestige | +2 | +| Health | +2 | + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | + +## Compatible Specialists + +### Flesc Mac Nechdainn, Well of Wisdom +- **Rarity:** Legendary +- **Type:** Research Specialist +- **Effects on Marvels in range:** + - Water consumption: -50% + - Knowledge: +100 + - Upkeep cost: -30% +- **Unlock Condition:** Generate at least 800 Fire Safety on your island +- **Also improves:** Amphitheatre, Baths, Forum, Sacred Grove, Barrow, Temple + +### Pericles, Brother of Heracles +- **Rarity:** Legendary +- **Type:** Civic Specialist +- **Effects on Marvels in range:** + - Fire Safety area effect: -1 + - Prestige area effect: +3 + - Epidemic immunity + - Plague immunity +- **Unlock Condition:** Have an Amphitheatre on your island +- **Also improves:** Amphitheatre, Baths, Forum, Sacred Grove, Barrow, Temple + +## Related Buildings + +- [Temple (Albion)](./temple-albion.md) +- [Baths (Albion)](./baths-albion.md) +- [Sacred Grove (Albion)](./heiliger-hain-albion.md) +- [Forum (Latium)](./forum-latium.md) +- [Amphitheater (Latium)](./amphitheater-latium.md) diff --git a/docs/buildings/baths-albion.md b/docs/buildings/baths-albion.md index 3879297..2564551 100644 --- a/docs/buildings/baths-albion.md +++ b/docs/buildings/baths-albion.md @@ -13,7 +13,7 @@ ## Description -Celtic public baths providing Happiness, Health, and Knowledge bonuses. Requires Cistern connection. +Celtic public baths providing Happiness, Health, and Knowledge bonuses. Requires Aqueduct Cistern connection. ## Costs @@ -25,17 +25,64 @@ Celtic public baths providing Happiness, Health, and Knowledge bonuses. Requires | Effect | Value | |--------|-------| -| Happiness | +2 | +| Population | +2 | | Health | +2 | -| Knowledge | +3 | +| Fire Safety | +3 | ## Placement | Requirement | Value | |-------------|-------| | Road Required | Yes | -| Constraints | Requires Cistern | +| Constraints | Requires Aqueduct Cistern | + +## Specialists + +The following specialists can be assigned to improve this building: + +### Natanhael Sithar, the Star Diver +**Rarity:** Epic | **Type:** Research Specialist + +*Affects residences in range:* +| Effect | Value | +|--------|-------| +| Belief from Baths (if supplied) | +1 | +| Knowledge from Baths (if supplied) | +2 | + +### Flesc Mac Nechdainn, Well of Wisdom +**Rarity:** Legendary | **Type:** Research Specialist + +*Affects marvels in range:* +| Effect | Value | +|--------|-------| +| Water consumption | -50% | +| Knowledge | +100 | +| Upkeep cost | -30% | + +**Legendary Bonus:** Generate at least 800 Fire Safety on your island. + +*Also improves:* Amphitheatre, Forum, Sacred Grove, Barrow, Temple + +### Pericles, Brother of Heracles +**Rarity:** Legendary | **Type:** Civic Specialist + +*Affects marvels in range:* +| Effect | Value | +|--------|-------| +| Fire Safety area effect | -1 | +| Prestige area effect | +3 | +| Epidemic immunity | Yes | +| Plague immunity | Yes | + +**Legendary Bonus:** Have an Amphitheatre on your island. + +*Also improves:* Amphitheatre, Forum, Sacred Grove, Barrow, Temple ## Related Buildings - [Baths (Latium)](./baths-latium.md) +- [Amphitheater (Latium)](./amphitheater-latium.md) +- [Forum (Latium)](./forum-latium.md) +- [Sacred Grove (Albion)](./sacred-grove-albion.md) +- [Barrow (Albion)](./barrow-albion.md) +- [Temple (Albion)](./temple-albion.md) diff --git a/docs/buildings/beaver-hatter-albion.md b/docs/buildings/beaver-hatter-albion.md new file mode 100644 index 0000000..197ba48 --- /dev/null +++ b/docs/buildings/beaver-hatter-albion.md @@ -0,0 +1,77 @@ +# Beaver Hatter (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Artisinal Studio | +| Region | Albion | +| Required Tier | [Aldermen](../population-tiers/aldermen.md) | +| Cycle Time | 120 seconds | +| Dimensions | 3x4 (4x6 with roads) | + +## Description + +Produces Fur Hats from Beaver Pelts and Brine. Fur Hats are a luxury item for the Elders population tier in Albion. + +## Costs + +**Build Cost:** 2 Timber, 2 Wattle & Daub, 1 Granite + +**Maintenance:** -14 gold/min, 6 Elders + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +3 | +| Belief | +1 | +| Happiness | +2 | + +## Area Effects + +| Effect | Value | +|--------|-------| +| Happiness | +1 | +| Fire Safety | -1 | + +## Production + +**Input:** [Brine](../goods/brine.md), [Beaver Pelts](../goods/beaver-pelts.md) + +**Output:** [Fur Hats](../goods/fur-hats.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Related Specialists + +### Palaephaesta, Dextrous Demiurgus +- **Rarity:** Epic +- **Type:** Culture Specialist +- **Effect:** Artisinal Studios in Range: Workforce needed -40%, Upkeep cost -80% +- **Affects:** Beaver Hatter, Wire-Twister, Fibularium, Glassblower, Jeweller, Narcissium, Pileus Felter, Snappy Snaremaker + +### Snappy Snaremaker +- **Rarity:** Rare +- **Type:** Culture Specialist +- **Effect:** Fur Hats Chain in range: Productivity +20% +- **Affects:** Beaver Trapper, Beaver Hatter, Saltwort Burner, Saltwort Picker + +### Machaire Mac Marta, Lucid Hatter +- **Rarity:** Epic +- **Type:** Religion Specialist +- **Effect:** Beaver Hatter in range: Belief area effect +1.5 +- **Affects:** Beaver Hatter + +## Related Buildings + +- [Beaver Trapper (Albion)](./beaver-trapper-albion.md) - Produces Beaver Pelts +- [Saltwort Burner (Albion)](./saltwort-burner-albion.md) - Produces Brine +- [Saltwort Picker (Albion)](./saltwort-picker-albion.md) - Produces Saltwort diff --git a/docs/buildings/beaver-trapper-albion.md b/docs/buildings/beaver-trapper-albion.md new file mode 100644 index 0000000..f66f238 --- /dev/null +++ b/docs/buildings/beaver-trapper-albion.md @@ -0,0 +1,68 @@ +# Beaver Trapper (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Production / Hunting Cabin | +| Region | Albion | +| Required Tier | Aldermen | +| Cycle Time | 1:30 (90 seconds) | +| Dimensions | 3x3 (base), 4x4 (with placement area) | + +## Description + +Traps Beavers in marshland areas. Provides materials for the Fur Hats production chain, producing luxury clothing for higher-tier residents. + +## Costs + +**Build Cost:** 3 Planks, 1 Wattle + +**Maintenance:** -8 gold/min, 3 Waders workers + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | +| Constraints | Marshland, Population | + +## Production + +**Input:** None + +**Output:** Beaver + +## Related Specialists + +| Specialist | Rarity | Type | Effects | +|------------|--------|------|---------| +| Snappy Snaremaker | Rare | Culture | Fur Hats Chain in range: +20% Productivity | +| Venator of Artemis | Rare | Religion | Hunting Cabins and Fisheries in range: -33% Workforce needed, -66% Upkeep cost | + +## Related Buildings + +Other Hunting Cabin buildings: +- Bird Charmer (Albion) +- Horsecatcher (Albion) + +Buildings improved by Snappy Snaremaker: +- Beaver Hatter +- Saltwort Burner +- Saltwort Picker + +Buildings improved by Venator of Artemis: +- Eel Grabber +- Oyster Bed +- Cockle Picker +- Scomber's Shack +- Fishing Hut +- Sturgeon Hatchery +- Bird Charmer + +Fur Hats production chain: +- Beaver Trapper (produces Beaver) +- Beaver Hatter (produces Fur Hats) diff --git a/docs/buildings/bird-charmer-albion.md b/docs/buildings/bird-charmer-albion.md new file mode 100644 index 0000000..b4f9494 --- /dev/null +++ b/docs/buildings/bird-charmer-albion.md @@ -0,0 +1,64 @@ +# Bird Charmer (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Production / Hunting Cabin | +| Region | Albion | +| Required Tier | Nobles | +| Cycle Time | 1:30 (90 seconds) | +| Dimensions | 3x3 (base), 4x4 (with placement area) | + +## Description + +Captures Small Birds in marshland areas. Part of the Bird Tongues production chain, providing ingredients for luxury foods. + +## Costs + +**Build Cost:** 2 Timber, 1 Bricks, 1 Concrete + +**Maintenance:** -12 gold/min, 6 Nobles workers + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | +| Constraints | Marshland, Population | + +## Production + +**Input:** None + +**Output:** Small Birds + +## Related Specialists + +| Specialist | Rarity | Type | Effects | +|------------|--------|------|---------| +| Venator of Artemis | Rare | Religion | Hunting Cabins and Fisheries in range: -33% Workforce needed, -66% Upkeep cost | +| Hosta Vulpius, Silencer of Song | Epic | Civic | Bird Tongues Chain in range: +35% Productivity | + +## Related Buildings + +Other Hunting Cabin buildings: +- Beaver Trapper (Albion) +- Horsecatcher (Albion) + +Buildings improved by related specialists: +- Eel Grabber +- Oyster Bed +- Cockle Picker +- Scomber's Shack +- Fishing Hut +- Sturgeon Hatchery + +Bird Tongues production chain: +- Epicure of Air (produces final product) +- Pig Farm (produces Pigs for Renderer) +- Renderer (produces Lard) +- Tongue Plucker (produces Bird Tongues) diff --git a/docs/buildings/birrus-stitcher-albion.md b/docs/buildings/birrus-stitcher-albion.md new file mode 100644 index 0000000..a1c7644 --- /dev/null +++ b/docs/buildings/birrus-stitcher-albion.md @@ -0,0 +1,78 @@ +# Birrus Stitcher (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Clothier | +| Region | Albion | +| Required Tier | [Aldermen](../population-tiers/aldermen.md) | +| Cycle Time | 60 seconds | +| Dimensions | 4x5 (6x7 with roads) | + +## Description + +Produces Cloaks from Celtic Green and Sheep. A clothing production building for the Celtic population in Albion. + +## Costs + +**Build Cost:** 2 Timber, 2 Wattle & Daub, 1 Granite + +**Maintenance:** -24 gold/min, 10 Elders + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +2 | +| Income | +2 | +| Health | +2 | + +## Area Effects + +| Effect | Value | +|--------|-------| +| Income | +2 | +| Health | +2 | + +## Production + +**Input:** [Celtic Green](../goods/celtic-green.md), [Sheep](../goods/sheep.md) + +**Output:** [Cloaks](../goods/cloaks.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Specialists + +### Prime Mantler +- **Rarity:** Rare +- **Type:** Nature Specialist +- **Effect:** Cloaks Chain in range: Productivity +20% +- **Improves:** Birrus Stitcher, Weld Crop (Greenhands), Copper Mine, Sheep Farm + +### Brian na gCapallin, Scathing Satirist +- **Rarity:** Epic +- **Type:** Civic Specialist +- **Effect:** Clothiers in range: Prestige area effect +1.5 +- **Improves:** Birrus Stitcher, Hosier, Sandal Maker, Shoe Weaver, Spinner, Loom Weavery + +### Tanisius, Savvy Scrapblanketer +- **Rarity:** Epic +- **Type:** Military Specialist +- **Effect:** Birrus Stitcher in range: Fire Safety area effect +1.5 +- **Improves:** Birrus Stitcher + +## Related Buildings + +- [Shoe Weaver (Albion)](./shoe-weaver-albion.md) +- [Trouser Maker (Albion)](./trouser-maker-albion.md) +- [Spinner (Albion)](./spinner-albion.md) +- [Sandal Maker (Latium)](./sandal-maker-latium.md) diff --git a/docs/buildings/brewery-albion.md b/docs/buildings/brewery-albion.md index dd7b016..e51cffa 100644 --- a/docs/buildings/brewery-albion.md +++ b/docs/buildings/brewery-albion.md @@ -6,21 +6,21 @@ | Field | Value | |-------|-------| -| Category | Manufactory | +| Category | Victualler | | Region | Albion | -| Required Tier | [Waders](../population-tiers/waders.md) | +| Required Tier | [Smiths](../population-tiers/smiths.md) | | Cycle Time | 60 seconds | | Dimensions | 4x5 (6x7 with roads) | ## Description -Produces Beer from Malt, a staple beverage for Celtic population. +Produces Beer from Malt and Charcoal, a staple beverage for Celtic population. ## Costs -**Build Cost:** 2 Timber, 2 Bricks +**Build Cost:** 2 Boards, 2 Wattle -**Maintenance:** -10 gold/min, 3 Waders +**Maintenance:** -10 gold/min, -3 Smiths ## Attributes @@ -28,19 +28,19 @@ Produces Beer from Malt, a staple beverage for Celtic population. |-----------|-------| | Population | +1 | | Income | +1 | -| Health | -1 | +| Knowledge | -1 | | Happiness | +2 | ## Area Effects | Effect | Value | |--------|-------| -| Happiness | +2 | +| Income | +2 | | Fire Safety | -2 | ## Production -**Input:** [Malt](../goods/malt.md) +**Input:** [Malt](../goods/malt.md), [Charcoal](../goods/charcoal.md) **Output:** [Beer](../goods/beer.md) @@ -51,7 +51,34 @@ Produces Beer from Malt, a staple beverage for Celtic population. | Road Required | Yes | | Warehouse Required | Yes | +## Specialists + +### Constructivist +- **Rarity:** Common +- **Type:** Economic +- **Effect:** Refineries in range: Workforce needed -25%, Upkeep cost -50% +- **Improves:** Brewery, Garum Works, Malthouse, Olive Press, Soap Maker, Potter, Vintner + +### Busy Sprout +- **Rarity:** Common +- **Type:** Culture +- **Effect:** Beer Chain in range: Productivity +10% +- **Improves:** Brewery, Barley Farm, Malthouse + +### Steward of Flame +- **Rarity:** Rare +- **Type:** Military +- **Effect:** Brewery in range: Fire Safety area effect +1 +- **Improves:** Brewery + ## Related Buildings - [Malthouse (Albion)](./malthouse-albion.md) - [Barley Farm (Albion)](./barley-farm-albion.md) +- [Garum Maker (Latium)](./garum-maker-latium.md) +- [Olive Press (Latium)](./olive-press-latium.md) +- [Soap Boiler (Latium)](./soap-boiler-latium.md) +- [Potter (Albion)](./potter-albion.md) +- [Potter (Latium)](./potter-latium.md) +- [Winery (Albion)](./winery-albion.md) +- [Winery (Latium)](./winery-latium.md) diff --git a/docs/buildings/bronze-smelter-albion.md b/docs/buildings/bronze-smelter-albion.md index c8191c1..ce82213 100644 --- a/docs/buildings/bronze-smelter-albion.md +++ b/docs/buildings/bronze-smelter-albion.md @@ -14,11 +14,11 @@ ## Description -Smelts Copper Ore and Tin Ore into Bronze for weapons and shields. +Smelts Copper Ore and Tin Ore into Bronze for weapons and shields. Requires Charcoal as fuel. ## Costs -**Build Cost:** 3 Timber, 2 Bricks +**Build Cost:** 3 Timber, 2 Wattle & Daub **Maintenance:** -8 gold/min, 3 Smiths @@ -26,11 +26,11 @@ Smelts Copper Ore and Tin Ore into Bronze for weapons and shields. | Effect | Value | |--------|-------| -| Health | -2 | +| Fire Safety | -2 | ## Production -**Input:** [Copper Ore](../goods/copper-ore.md), [Tin Ore](../goods/tin-ore.md) +**Input:** [Copper Ore](../goods/copper-ore.md), [Tin Ore](../goods/tin-ore.md), [Charcoal](../goods/charcoal.md) (fuel) **Output:** [Bronze](../goods/bronze.md) @@ -41,8 +41,23 @@ Smelts Copper Ore and Tin Ore into Bronze for weapons and shields. | Road Required | Yes | | Warehouse Required | Yes | +## Specialists + +| Specialist | Rarity | Type | Effects | +|------------|--------|------|---------| +| Favillus, Survivor of Sands and Sandals | Legendary | Economic | Smelters and Armouries in range: Productivity +35%, Fuel efficiency +35%, Fire Safety area effect +1. Legendary Bonus: Dedicate your island to the god Mars. | +| Amalgamist | Common | Research | Smelters in range: Workforce needed -25%, Upkeep cost -50% | +| Obairrix, Full Metalsmith | Epic | Military | Smelters in range: Fire Safety area effect +1.5 | +| Fervent Burnisher | Rare | Religion | Bronze Smelter in range: Belief area effect +1 | +| Aneirin Gwawdrydd, Smith Weard | Legendary | Economic | Smelters in range: Productivity +25%, Additional 1t every 10 cycles, Fuel efficiency +25%. Legendary Bonus: Have at least 800 Waders on your island. | +| Pragmatic Aegis | Rare | Civic | Clan Shields Chain in range: Productivity +20% | + ## Related Buildings - [Copper Mine (Albion)](./copper-mine-albion.md) - [Tin Mine (Albion)](./tin-mine-albion.md) - [Shield Beater (Albion)](./shield-beater-albion.md) +- [Furnace (Albion)](./furnace-albion.md) +- [Silver Forge (Albion)](./silver-forge-albion.md) +- [Glass Smelter (Latium)](./glass-smelter-latium.md) +- [Goldsmith (Latium)](./goldsmith-latium.md) diff --git a/docs/buildings/campus-equitum-albion.md b/docs/buildings/campus-equitum-albion.md new file mode 100644 index 0000000..052bb0e --- /dev/null +++ b/docs/buildings/campus-equitum-albion.md @@ -0,0 +1,62 @@ +# Campus Equitum (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Region | Albion | +| Category | Recruitment Building | +| Required Tier | [Mercators (Tier III)](../population-tiers/tier-iii.md) / [Smiths (Tier III)](../population-tiers/tier-iii.md) | +| Dimensions | 8x10 (base), 11x14 (with roads) | + +## Description + +The Campus Equitum is a recruitment building in the Albion region, available from the Mercators and Smiths population tiers. It is used to recruit mounted troops and cavalry units. + +## Costs + +**Build Cost:** 2,500 Gold, 1 Timber, 10 Bricks + +**Maintenance:** -16 Gold, -15 Waders + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Production + +**Input:** None + +**Output:** Troops (recruitment building) + +## Specialists + +| Specialist | Rarity | Type | Effects | +|------------|--------|------|---------| +| Enlister | Common | Military | Recruitment Building in range: Troop recruitment speed +50% | +| Equitable Trainer | Rare | Military | Equitum Campus in range: Troop recruitment speed +100%, Troop recruitment cost -20% | +| Hasdrubal, Pedagogic Authority | Epic | Military | Recruitment Building in range: Troop recruitment speed +100%, Troop recruitment cost -25%, Hitpoints +25% | + +## Related Buildings + +Other Recruitment Buildings: +- [Siege Workshop (Latium)](./siege-workshop-latium.md) +- [Siege Workshop (Albion)](./siege-workshop-albion.md) +- [Campus Equitum (Latium)](./campus-equitum-latium.md) +- [Barracks (Latium)](./barracks-latium.md) +- [Barracks (Albion)](./barracks-albion.md) + +## Usage Patterns + +Place the Campus Equitum to recruit cavalry and mounted units. Specialists can significantly improve recruitment speed and reduce costs. + +## Common Pitfalls + +- High Waders workforce requirement (15 workers) - ensure sufficient Waders population +- Large footprint (8x10) requires careful city planning +- Higher tier building with substantial upkeep costs diff --git a/docs/buildings/chair-maker-latium.md b/docs/buildings/chair-maker-latium.md new file mode 100644 index 0000000..2d4baf4 --- /dev/null +++ b/docs/buildings/chair-maker-latium.md @@ -0,0 +1,94 @@ +# Chair Maker (Latium) + +**Category:** Workshop +**Region:** Latium +**Required Population Tier:** Patricians + +## Description + +The Chair Maker is a workshop that produces Loungers, a luxury good required by Patricians. It combines Cushions with Sandarac Wood to craft comfortable reclining furniture. + +## Production + +| Input | Output | Cycle Time | +|-------|--------|------------| +| Cushions, Sandarac Wood | Loungers | 2:00 | + +## Construction Cost + +| Resource | Amount | +|----------|--------| +| Planks | 2 | +| Bricks | 3 | +| Concrete | 2 | +| Marble | 4 | +| Mosaic | 3 | + +## Maintenance + +| Type | Cost | +|------|------| +| Income | -28 | +| Patricians | -12 | + +## Dimensions + +- Base: 5x7 +- With roads: 7x10 + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +1 | +| Income | +5 | +| Prestige | +2 | +| Happiness | +1 | +| Fire Safety | -1 | + +## Area Effects + +| Effect | Value | +|--------|-------| +| Prestige | +2 | +| Fire Safety | -1 | + +## Specialists + +### Cairbre Ui Murchad, Bonny Beastherd +- **Rarity:** Epic +- **Type:** Civic +- **Effect:** Chair Maker in range: Prestige area effect +1.5 + +### Exuperata, Popular Assemblist +- **Rarity:** Epic +- **Type:** Economic +- **Effect:** Workshops in range: Workforce needed -40%, Upkeep cost -80% + +### Maxima Cottius, Upholsterer of Atlas +- **Rarity:** Epic +- **Type:** Culture +- **Effect:** Loungers Chain in range: Productivity +35% +- **Affected Buildings:** Dye Works, Chair Maker, Cushion Stuffer, Sandarac Nursery, Sheep Farm, Snailery + +## Related Buildings + +- [Cushion Stuffer (Latium)](./cushion-stuffer-latium.md) - Produces Cushions +- [Sandarac Nursery (Latium)](./sandarac-nursery-latium.md) - Produces Sandarac Wood +- [Dye Works (Latium)](./dye-works-latium.md) - Part of Loungers production chain + +## Production Chain + +The Chair Maker is part of the Loungers production chain: +- Sheep Farm produces Wool +- Snailery produces Purple Snails +- Dye Works produces Tyrian Purple from Purple Snails +- Cushion Stuffer produces Cushions from Wool and Tyrian Purple +- Sandarac Nursery produces Sandarac Wood +- **Chair Maker** produces Loungers from Cushions and Sandarac Wood + +## See Also + +- [Loungers](../goods/loungers.md) +- [Cushions](../goods/cushions.md) +- [Sandarac Wood](../goods/sandarac-wood.md) diff --git a/docs/buildings/chariot-workshop-albion.md b/docs/buildings/chariot-workshop-albion.md new file mode 100644 index 0000000..b3d96b5 --- /dev/null +++ b/docs/buildings/chariot-workshop-albion.md @@ -0,0 +1,76 @@ +# Chariot Workshop (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Workshop | +| Region | Albion | +| Required Tier | [Elders](../population-tiers/elders.md) | +| Cycle Time | 120 seconds (2:00) | +| Dimensions | 6x7 (8x10 with roads) | + +## Description + +Produces Chariots from Chassis and Ponies. The Chariot Workshop is an Albion workshop available at the Aldermen population tier. + +## Costs + +**Build Cost:** 3 Timber, 1 Wattle & Daub, 2 Granite + +**Maintenance:** -24 gold/min, 12 Elders + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Prestige | +3 | +| Income | +2 | +| Population | +1 | + +## Area Effects + +| Effect | Value | +|--------|-------| +| Happiness | +1 | +| Prestige | +1 | + +## Production + +**Input:** [Chassis](../goods/chassis.md), [Ponies](../goods/ponies.md) + +**Output:** [Chariots](../goods/chariots.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Specialists + +### Exuperata, Popular Assemblist +- **Rarity:** Epic +- **Type:** Economic Specialist +- **Effect:** Workshops in range: Workforce needed -40%, Upkeep cost -80% +- **Also improves:** Chair Maker, Lythier, Shield Beater, Tabulus, Gilder, Chariot Workshop + +### Alys, Circus Charioteer +- **Rarity:** Epic +- **Type:** Culture Specialist +- **Effect:** Chariot Workshop in range: Happiness area effect +1.5 +- **Also improves:** Chariot Workshop + +### Axle Wheeler +- **Rarity:** Rare +- **Type:** Finance Specialist +- **Effect:** Chariots Chain in range: Productivity +20% +- **Also improves:** Chassis Builder, Woodcutter, Horse Catcher, Reed Gatherer, Chariot Workshop + +## Related Buildings + +- [Chassis Builder (Albion)](./chassis-builder-albion.md) - Produces Chassis +- [Horse Catcher (Albion)](./horse-catcher-albion.md) - Produces Ponies diff --git a/docs/buildings/chassis-builder-albion.md b/docs/buildings/chassis-builder-albion.md new file mode 100644 index 0000000..d58eb63 --- /dev/null +++ b/docs/buildings/chassis-builder-albion.md @@ -0,0 +1,64 @@ +# Chassis Builder (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Workshop | +| Region | Albion | +| Required Tier | [Elders](../population-tiers/elders.md) | +| Cycle Time | 90 seconds | +| Dimensions | 4x5 (6x7 with roads) | + +## Description + +Produces Chassis for chariot construction. Part of the Chariots production chain in Albion. + +## Costs + +**Build Cost:** 3 Planks, 1 Wattle, 1 Granite + +**Maintenance:** -16 gold/min, 10 Elders + +## Production + +**Input:** [Reeds](../goods/reeds.md), [Wood](../goods/wood.md) + +**Output:** [Chassis](../goods/chassis.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Specialists + +| Specialist | Rarity | Type | Effect | +|------------|--------|------|--------| +| [Axle Wheeler](../specialists/axle-wheeler.md) | Rare | Finance | Chariots Chain in range: Productivity +20% | + +The Axle Wheeler specialist improves the following buildings: +- Chassis Builder +- Woodcutter +- Horsecatcher +- Reed Gatherer +- Chariot Workshop + +## Related Buildings + +- [Chariot Workshop (Albion)](./chariot-workshop-albion.md) - Uses Chassis to produce Chariots +- [Woodcutter (Albion)](./woodcutter-albion.md) - Provides Wood +- [Reed Collector (Albion)](./reed-collector-albion.md) - Provides Reeds + +## Other Workshop Buildings + +- [Couch Builder (Latium)](./couch-builder-latium.md) +- [Lyre Maker (Latium)](./lyre-maker-latium.md) +- [Shield Beater (Albion)](./shield-beater-albion.md) +- [Tabulus (Latium)](./tabulus-latium.md) +- [Gilder (Latium)](./gilder-latium.md) +- [Chariot Workshop (Albion)](./chariot-workshop-albion.md) diff --git a/docs/buildings/cheese-maker-albion.md b/docs/buildings/cheese-maker-albion.md index 903a720..7b24411 100644 --- a/docs/buildings/cheese-maker-albion.md +++ b/docs/buildings/cheese-maker-albion.md @@ -8,19 +8,19 @@ |-------|-------| | Category | Kitchen | | Region | Albion | -| Required Tier | [Waders](../population-tiers/waders.md) | +| Required Tier | [Smiths](../population-tiers/smiths.md) | | Cycle Time | 120 seconds | | Dimensions | 4x5 (6x7 with roads) | ## Description -Produces Cheese from Milk, a staple food for Celtic population. +Produces Cheese from Oxen, a food for the Celtic population in Albion. ## Costs -**Build Cost:** 2 Timber, 2 Bricks +**Build Cost:** 2 Timber, 2 Wattle -**Maintenance:** -10 gold/min, 4 Waders +**Maintenance:** -10 gold/min, 4 Smiths ## Attributes @@ -33,11 +33,11 @@ Produces Cheese from Milk, a staple food for Celtic population. | Effect | Value | |--------|-------| -| Income | +2 | +| Happiness | +2 | ## Production -**Input:** [Milk](../goods/milk.md) +**Input:** [Oxen](../goods/oxen.md) **Output:** [Cheese](../goods/cheese.md) @@ -48,6 +48,36 @@ Produces Cheese from Milk, a staple food for Celtic population. | Road Required | Yes | | Warehouse Required | Yes | +## Specialists + +### Apion Mochthos Apicius, of Apeiron Appetite +- **Rarity:** Epic +- **Type:** Culture Specialist +- **Target:** Kitchens in range +- **Effects:** + - Productivity +25% + - Happiness area effect +1 +- **Also improves:** Bakery, Epicure of Air, Porridge Stand, Epicure of Water, Salsicium + +### Hestian Culinarian +- **Rarity:** Rare +- **Type:** Economic Specialist +- **Target:** Kitchens in range +- **Effects:** + - Workforce needed -33% + - Upkeep cost -66% +- **Also improves:** Bakery, Epicure of Air, Porridge Stand, Epicure of Water, Salsicium + +### Magnus Bantius the Deipnosophist +- **Rarity:** Epic +- **Type:** Research Specialist +- **Target:** Kitchens in range +- **Effects:** + - Knowledge area effect +1.5 +- **Also improves:** Bakery, Epicure of Air, Porridge Stand, Epicure of Water, Salsicium + ## Related Buildings - [Ox Farm (Albion)](./ox-farm-albion.md) +- [Bakery (Albion)](./bakery-albion.md) +- [Salsicium (Albion)](./salsicium-albion.md) diff --git a/docs/buildings/cistern-albion.md b/docs/buildings/cistern-albion.md index e3c5127..6c5344d 100644 --- a/docs/buildings/cistern-albion.md +++ b/docs/buildings/cistern-albion.md @@ -8,12 +8,12 @@ |-------|-------| | Category | Infrastructure | | Region | Albion | -| Required Tier | [Elders](../population-tiers/elders.md) | +| Required Tier | [Nobles](../population-tiers/nobles.md) | | Dimensions | 3x3 (4x4 with roads) | ## Description -Stores and distributes water to nearby buildings, providing Health and Fire Safety bonuses. +Stores and distributes water to nearby buildings, providing Health and Fire Safety bonuses. Also known as "Aqueduct Cistern". ## Costs @@ -28,6 +28,12 @@ Stores and distributes water to nearby buildings, providing Health and Fire Safe | Health | +3 | | Fire Safety | +3 | +## Specialists + +| Name | Rarity | Category | Effect | +|------|--------|----------|--------| +| [Sextus Fontinalis, Head of Fountains](../specialists/sextus-fontinalis-head-of-fountains.md) | Epic | Military | Residences in range: Fire Safety from Aqueduct Cistern, if supplied +2 | + ## Placement | Requirement | Value | diff --git a/docs/buildings/cockle-picker-albion.md b/docs/buildings/cockle-picker-albion.md index fdd79e8..cbcaa0d 100644 --- a/docs/buildings/cockle-picker-albion.md +++ b/docs/buildings/cockle-picker-albion.md @@ -7,29 +7,97 @@ | Field | Value | |-------|-------| | Region | Albion | -| Category | Production / Food (Fishery analogue) | -| Required Tier | [Tier I](../population-tiers/tier-i.md) | +| Category | Fishery | +| Required Tier | Waders | +| Dimensions | 7x9 (base), 10x13 (with roads) | +| Cycle Time | 0:45 | ## Description -Coastal gatherer producing Cockles for Waders. +Coastal fishery building that produces Cockles for Waders in Albion. Requires placement in a Harbour Area. ## Costs -**Build Cost:** Unknown (research says "similar to Fishing Hut") +### Construction Cost -**Maintenance:** Unknown +| Resource | Amount | +|----------|--------| +| Planks | 3 | + +### Maintenance Cost + +| Type | Amount | +|------|--------| +| Income | -6 | +| Waders | -4 | + +## Production + +| Output | Rate | +|--------|------| +| [Cockles](../goods/cockles.md) | 1 per 45s | ## Placement | Requirement | Value | |-------------|-------| -| Constraints | Coast (Albion) | +| Constraints | Harbour Area | + +## Attributes + +- +3 (area effect bonus) + +## Specialists + +### Servia Bellia, Lily of the Coast +- **Rarity:** Epic +- **Category:** Finance +- **Effect:** Coastal Factories in range: Productivity +25%, Income area effect +1 +- **Improves:** Oyster Bed, Cockle Picker, Shell Gatherer, Scomber's Shack, Salt Ponds, Saltwort Picker, Sand Refinery, Fishing Hut, Snailery + +### Rockhopper +- **Rarity:** Common +- **Category:** Nature +- **Effect:** Cockle Picker in range: Health area effect +0.5 +- **Improves:** Cockle Picker + +### Shellpicker +- **Rarity:** Common +- **Category:** Culture +- **Effect:** Cockles Chain in range: Productivity +10% +- **Improves:** Cockle Picker + +### Venator of Artemis +- **Rarity:** Rare +- **Category:** Religion +- **Effect:** Hunting Cabins and Fisheries in range: Workforce needed -33%, Upkeep cost -66% +- **Improves:** Eel Grabber, Oyster Bed, Beaver Trapper, Cockle Picker, Scomber's Shack, Horsecatcher, Fishing Hut, Sturgeon Hatchery, Bird Charmer + +### Uiscarix, Hygiean Fishmonger +- **Rarity:** Epic +- **Category:** Finance +- **Effect:** Fisheries in range: Income area effect +1.5 +- **Improves:** Eel Grabber, Oyster Bed, Cockle Picker, Scomber's Shack, Fishing Hut, Sturgeon Hatchery + +### Renavigator +- **Rarity:** Common +- **Category:** Economic +- **Effect:** Cockle Picker, Saltwort Picker in range: Workforce needed -25%, Run by Mercators Workforce instead of Wader Workforce +- **Improves:** Cockle Picker, Saltwort Picker + +## Related Fishery Buildings + +- [Eel Grabber (Albion)](./eel-grabber-albion.md) +- [Oyster Bed (Latium)](./oyster-bed-latium.md) +- [Mackerel Fishing Hut (Latium)](./mackerel-fishing-hut-latium.md) +- [Fishing Hut (Latium)](./fishing-hut-latium.md) +- [Sturgeon Hatchery (Latium)](./sturgeon-hatchery-latium.md) ## Usage Patterns -Albion starter food option. +Albion starter food option for Waders tier. Place in Harbour Area for coastal food production. ## Common Pitfalls -Confusing coast vs marsh producers in Albion. +- Must be placed in Harbour Area, not just any coastal location +- Requires Waders workforce for maintenance diff --git a/docs/buildings/collecting-basin-albion.md b/docs/buildings/collecting-basin-albion.md index 313ec4f..12caac7 100644 --- a/docs/buildings/collecting-basin-albion.md +++ b/docs/buildings/collecting-basin-albion.md @@ -2,18 +2,20 @@ **Entity Type:** Building +Also known as: Aqueduct Source + ## Properties | Field | Value | |-------|-------| | Category | Infrastructure | | Region | Albion | -| Required Tier | [Elders](../population-tiers/elders.md) | +| Required Tier | [Nobles](../population-tiers/nobles.md) | | Dimensions | 3x8 (4x11 with roads) | ## Description -Collects water from aqueducts to supply cisterns and water-dependent buildings. Requires mountain placement in Albion. +Collects water from aqueducts to supply cisterns and water-dependent buildings. Requires mountain slot placement in Albion. ## Costs @@ -26,7 +28,26 @@ Collects water from aqueducts to supply cisterns and water-dependent buildings. | Requirement | Value | |-------------|-------| | Road Required | Yes | -| Constraints | Mountain placement required | +| Constraints | Mountain Slot required | + +## Specialists + +### Ductuarius +- **Rarity:** Rare +- **Type:** Economic Specialist +- **Effects:** + - Aqueduct Basins in range: Water supply +50% +- **Improves:** Aqueduct Source + +### Aquila Dulcis, Curator Aquarum +- **Rarity:** Legendary +- **Type:** Economic Specialist +- **Effects:** + - Aqueduct Basins in range: Water supply +200% + - Fire Safety +100 + - Upkeep cost -30% +- **Legendary Bonus:** Generate at least 1,000 Prestige +- **Improves:** Aqueduct Source ## Related Buildings diff --git a/docs/buildings/competition-meadow-albion.md b/docs/buildings/competition-meadow-albion.md index afa9e1d..707e8aa 100644 --- a/docs/buildings/competition-meadow-albion.md +++ b/docs/buildings/competition-meadow-albion.md @@ -1,4 +1,4 @@ -# Competition Meadow (Albion) +# Recreation Ground (Albion) **Entity Type:** Building @@ -8,16 +8,16 @@ |-------|-------| | Category | Public Service | | Region | Albion | -| Required Tier | [Waders](../population-tiers/waders.md) | +| Required Tier | [Smiths](../population-tiers/smiths.md) | | Dimensions | 7x9 (10x13 with roads) | ## Description -Sports venue where Celtic competitions take place, providing multiple area bonuses. +Sports venue where Celtic competitions take place, providing multiple area bonuses to nearby residences. ## Costs -**Build Cost:** 1000 Gold, 10 Timber, 5 Bricks +**Build Cost:** 1000 Gold, 10 Timber, 5 Wattle **Maintenance:** -16 gold/min @@ -25,9 +25,9 @@ Sports venue where Celtic competitions take place, providing multiple area bonus | Effect | Value | |--------|-------| -| Population | +1 | -| Happiness | +1 | +| Prestige | +1 | | Health | +1 | +| Happiness | +1 | ## Placement @@ -35,6 +35,29 @@ Sports venue where Celtic competitions take place, providing multiple area bonus |-------------|-------| | Road Required | Yes | +## Specialists + +### Athr Iorgwyn, Once-And-Former King +- **Rarity:** Unique +- **Type:** Economic +- **Effects:** + - Smith Residence and Elders Residence in range: Fire Safety +25% + - Also provides equal amounts of Wader Workforce + - Health from Recreation Ground, if supplied: +1 + - Fire Safety from Recreation Ground, if supplied: +3 +- **Legendary Bonus:** Generate at least 1,000 Fire Safety on your island +- **Improves:** Recreation Ground, Residence + +### Aed Leamhan, Oracle of Sages +- **Rarity:** Epic +- **Type:** Religion +- **Effects:** + - Residences in range: Belief from Recreation Ground, if supplied: +2 +- **Improves:** Recreation Ground, Residence + ## Related Buildings - [Fanum (Albion)](./fanum-albion.md) +- [Aleatorium (Albion)](./aleatorium-albion.md) +- [Theater (Albion)](./theater-albion.md) +- [Market (Albion)](./market-albion.md) diff --git a/docs/buildings/concrete-mixer-latium.md b/docs/buildings/concrete-mixer-latium.md new file mode 100644 index 0000000..b88aa9c --- /dev/null +++ b/docs/buildings/concrete-mixer-latium.md @@ -0,0 +1,49 @@ +# Concrete Mixer (Latium) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Production / Refinery | +| Region | Latium | +| Required Tier | [Tier III - Equites](../population-tiers/tier-iii.md) | +| Cycle Time | 1:30 | +| Dimensions | 5x6 (base), 7x8 (with effects) | + +## Description + +Mixes Quartz Sand and Limestone to produce Concrete for advanced construction projects. + +## Costs + +**Build Cost:** 1 Timber, 4 Bricks + +**Maintenance:** -16 gold/min, 8 Equites workers + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | +| Constraints | None special | + +## Production + +**Input:** Quartz Sand, Limestone + +**Output:** [Concrete](../goods/concrete.md) + +## Related Refinery Buildings + +- [Concrete Mixer (Albion)](./concrete-mixer-albion.md) +- [Granite Cutter (Albion)](./granite-cutter-albion.md) +- [Labourer's Yard (Albion)](./labourers-yard-albion.md) +- [Marble Mason (Latium)](./marble-mason-latium.md) +- [Mosaic Maker (Latium)](./mosaic-maker-latium.md) +- [Sawmill (Albion)](./sawmill-albion.md) +- [Sawmill (Latium)](./sawmill-latium.md) +- [Brickworks (Albion)](./brickworks-albion.md) +- [Brickworks (Latium)](./brickworks-latium.md) diff --git a/docs/buildings/copper-mine-albion.md b/docs/buildings/copper-mine-albion.md index a3dd65d..8e5036e 100644 --- a/docs/buildings/copper-mine-albion.md +++ b/docs/buildings/copper-mine-albion.md @@ -11,14 +11,15 @@ | Required Tier | [Smiths](../population-tiers/smiths.md) | | Cycle Time | 30 seconds | | Dimensions | 3x8 (4x11 with roads) | +| Aqueduct Support | Yes | ## Description -Extracts Copper Ore from mountain deposits for bronze production. +Extracts Copper Ore from mountain deposits for bronze production. Can be enhanced with an aqueduct connection for improved efficiency. ## Costs -**Build Cost:** 2 Timber, 2 Bricks +**Build Cost:** 2 Timber, 2 Wattle **Maintenance:** -4 gold/min, 5 Smiths @@ -40,9 +41,42 @@ Extracts Copper Ore from mountain deposits for bronze production. |-------------|-------| | Road Required | Yes | | Warehouse Required | Yes | -| Constraints | Mountain placement required, Deposit required | +| Constraints | Mountain Slot required, Deposit required | + +## Specialists + +### Legendary + +| Specialist | Type | Effects | +|------------|------|---------| +| Lar Syracus, Minedriver | Economic | Mines in range: Income +6, Happiness -2, Health -2, Workforce -75%, Upkeep -75%. Unlock: Own at least 12 Markets. Also improves: Iron Mine, Silver Mine, Tin Mine | +| Minas Orlamh, the Gilted Touch | Finance | Mines in range: Productivity +25%, Additional 1t Gold Ore every 10 cycles, Income +100. Unlock: Own at least 1,000,000 Denarii. Also improves: Iron Mine, Silver Mine, Tin Mine | + +### Epic + +| Specialist | Type | Effects | +|------------|------|---------| +| Gygaea of Megaria, Eupalinian Reservist | Economic | Mines in range: Water consumption -50%, Additional 1t every 8 cycles. Also improves: Iron Mine, Silver Mine, Tin Mine | +| Rhea Proserpina, Dis Mater | Finance | Mines and Pits in range: Workforce -40%, Upkeep -80%. Also improves: Iron Mine, Gold Washer, Sand Refinery, Mud Drier, Silver Mine, Tin Mine | + +### Rare + +| Specialist | Type | Effects | +|------------|------|---------| +| Prime Mantler | Nature | Cloaks Chain in range: Productivity +20%. Also improves: Birrus Stitcher, Weld Crop, Greenhands, Sheep Farm | +| Chalcolithist | Research | Copper Mine in range: Knowledge +1 | +| Pragmatic Aegis | Civic | Clan Shields Chain in range: Productivity +20%. Also improves: Bronze Smelter, Weld Crop, Shieldbeater, Tin Mine | + +### Common + +| Specialist | Type | Effects | +|------------|------|---------| +| Obtorquist | Civic | Torcs Chain in range: Productivity +10%. Also improves: Wire-Twister | ## Related Buildings - [Wire Twister (Albion)](./wire-twister-albion.md) - [Bronze Smelter (Albion)](./bronze-smelter-albion.md) +- [Iron Mine (Albion)](./iron-mine-albion.md) +- [Silver Mine (Albion)](./silver-mine-albion.md) +- [Tin Mine (Albion)](./tin-mine-albion.md) diff --git a/docs/buildings/cushion-stuffer-latium.md b/docs/buildings/cushion-stuffer-latium.md new file mode 100644 index 0000000..941ae1f --- /dev/null +++ b/docs/buildings/cushion-stuffer-latium.md @@ -0,0 +1,50 @@ +# Cushion Stuffer (Latium) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Upholsterer | +| Region | Latium | +| Required Tier | [Patricians](../population-tiers/patricians.md) | +| Cycle Time | 90 seconds | +| Dimensions | 3x5 (4x7 with roads) | + +## Description + +Produces Cushions from Tyrian Purple and Sheep, used for crafting luxurious Loungers. + +## Costs + +**Build Cost:** 1 Timber, 1 Bricks, 2 Concrete, 3 Marble, 2 Mosaics + +**Maintenance:** -16 gold/min, 6 Patricians + +## Production + +**Input:** [Tyrian Purple](../goods/tyrian-purple.md), [Sheep](../goods/sheep.md) + +**Output:** [Cushions](../goods/cushions.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Specialists + +| Specialist | Rarity | Type | Effect | +|------------|--------|------|--------| +| [Maxima Cottius, Upholsterer of Atlas](../specialists/maxima-cottius-upholsterer-of-atlas.md) | Epic | Culture | Loungers Chain in range: Productivity +35% | + +## Related Buildings + +- [Dye Works (Latium)](./dye-works-latium.md) - Produces Tyrian Purple +- [Sheep Farm (Latium)](./sheep-farm-latium.md) - Produces Sheep +- [Chair Maker (Latium)](./chair-maker-latium.md) - Uses Cushions +- [Snailery (Latium)](./snailery-latium.md) - Part of dye production chain +- [Sandarac Nursery (Latium)](./sandarac-nursery-latium.md) - Part of production chain diff --git a/docs/buildings/custodes-albion.md b/docs/buildings/custodes-albion.md new file mode 100644 index 0000000..05ce187 --- /dev/null +++ b/docs/buildings/custodes-albion.md @@ -0,0 +1,71 @@ +# Custodes (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Region | Albion | +| Category | City Watch | +| Required Tier | [Mercators (Tier III)](../population-tiers/tier-iii.md), [Smiths (Tier III)](../population-tiers/tier-iii.md) | +| Dimensions | 4x4 (base), 6x6 (with roads) | + +## Description + +The Custodes is a city watch building in the Albion region, available from the Mercators and Smiths population tiers. It provides happiness area effects to nearby residences and patrols the area. + +## Costs + +**Build Cost:** 1,500 Gold, 5 Timber, 5 Bricks + +**Maintenance:** -10 Gold, -6 Waders + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Production + +**Input:** None + +**Output:** None (Service building) + +## Area Effects + +| Effect | Value | +|--------|-------| +| Happiness | +2 | + +## Specialists + +| Specialist | Rarity | Type | Effects | +|------------|--------|------|---------| +| Publius Quintus, Amphipraetorian | Epic | Finance | City Watches in range: Income area effect +1, Workforce needed -25%, Available patrols +1 | +| Faustus Silvius Lupicinus, Apparitor Rationibus | Legendary | Finance | City Watches in range: Income area effect +3, Prestige area effect +1, Upkeep cost -25%. Legendary bonus: At least 75 reputation with the Emperor | +| Watchman | Common | Culture | Custodes in range: Available patrols +1 | +| Urbane Auxila | Rare | Culture | Custodes in range: Happiness area effect +1 | +| Ironclad Distributor | Rare | Economic | City Watches in Albion in range: Workforce needed -25%, Upkeep cost -50%, Run by Smith Workforce instead of Wader Workforce | +| Champion Bruiser | Rare | Culture | Custodes in range: Happiness +30, Available patrols +1 | +| Urbicius Creticus, Graffitographer | Epic | Research | Custodes in range: Knowledge area effect +1, Available patrols +1, Response time -10% | + +## Related Buildings + +Other City Watch buildings: +- [Custodia (Latium)](./custodia-latium.md) +- [Medici (Albion)](./medici-albion.md) +- [Medici (Latium)](./medici-latium.md) +- [Vigiles (Albion)](./vigiles-albion.md) +- [Vigiles (Latium)](./vigiles-latium.md) + +## Usage Patterns + +Place Custodes buildings in residential areas to provide happiness bonuses and patrol coverage. The area effect radius covers nearby residences within range. + +## Common Pitfalls + +- Requires Wader workforce for maintenance (6 workers) +- Ensure sufficient Wader population before building multiple Custodes diff --git a/docs/buildings/depot-albion.md b/docs/buildings/depot-albion.md new file mode 100644 index 0000000..4a4d02e --- /dev/null +++ b/docs/buildings/depot-albion.md @@ -0,0 +1,35 @@ +# Depot (Albion) + +**Category:** Harbour Building +**Region:** Albion + +## Description + +The Depot is a harbour building in Albion that serves as an extended storage facility in the harbour area. It must be unlocked through the skill tree before construction. + +## Stats + +| Property | Value | +|----------|-------| +| Dimensions | 4x11 / 6x16 | +| Build Cost | 500 Coins, 10 Planks | +| Maintenance | 26 Coins, 8 Waders | + +## Requirements + +- Harbour Area +- Skill tree unlock required +- Unlocks at: Waders population tier + +## Specialists + +| Specialist | Rarity | Type | Effects | +|------------|--------|------|---------| +| Wareholder | Common | Military | Trading Posts, Warehouses and Depot in range: Hitpoints +50%, Self-repair speed +100% | + +## Related Buildings + +- [Depot (Latium)](./depot-latium.md) +- [Trading Pier (Albion)](./handelskai-albion.md) +- [Repair Crane (Albion)](./repair-crane-albion.md) +- [Shipyard (Albion)](./shipyard-albion.md) diff --git a/docs/buildings/donkey-mill-albion.md b/docs/buildings/donkey-mill-albion.md index fb5459b..88fa8ca 100644 --- a/docs/buildings/donkey-mill-albion.md +++ b/docs/buildings/donkey-mill-albion.md @@ -8,7 +8,7 @@ |-------|-------| | Category | Extractor | | Region | Albion | -| Required Tier | [Smiths](../population-tiers/smiths.md) | +| Required Tier | [Mercators](../population-tiers/mercators.md) | | Cycle Time | 60 seconds | | Dimensions | 3x3 (4x4 with roads) | @@ -20,7 +20,7 @@ Donkey-powered mill that processes Wheat into Flour. Does not require river plac **Build Cost:** 1 Timber, 3 Bricks -**Maintenance:** -8 gold/min, 3 Smiths +**Maintenance:** -8 gold/min, 3 Mercators ## Production @@ -35,6 +35,13 @@ Donkey-powered mill that processes Wheat into Flour. Does not require river plac | Road Required | Yes | | Warehouse Required | Yes | +## Specialists + +| Specialist | Rarity | Type | Effect | +|------------|--------|------|--------| +| [Essentialist](../specialists/essentialist.md) | Common | Religion | Extractors in range: Workforce needed -25%, Upkeep cost -50% | +| [Diviner of Dough](../specialists/diviner-of-dough.md) | Common | Economic | Bread Chain in range: Productivity +10% | + ## Production Chain [Bread Chain](../production-chains/bread.md) diff --git a/docs/buildings/drainage-channel-albion.md b/docs/buildings/drainage-channel-albion.md new file mode 100644 index 0000000..ba542e4 --- /dev/null +++ b/docs/buildings/drainage-channel-albion.md @@ -0,0 +1,36 @@ +# Drainage Channel (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Infrastructure | +| Region | Albion | +| Required Tier | [Mercators](../population-tiers/mercators.md) / [Smiths](../population-tiers/smiths.md) | +| Dimensions | 1x1 (2x2 with roads) | + +## Description + +Drains marshland in Albion, allowing construction on previously unsuitable terrain. Priced and maintained per 10 blocks. + +## Costs (per 10 blocks) + +**Build Cost:** 100 Gold, 4 Timber, 4 Bricks + +**Maintenance:** -4 gold/min + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | No | +| Special Placement | Marshland | + +## Related Buildings + +- [Aqueduct (Albion)](./aqueduct-albion.md) +- [Collecting Basin (Albion)](./collecting-basin-albion.md) +- [Cistern (Albion)](./cistern-albion.md) +- [Sluice Gate (Albion)](./sluice-gate-albion.md) diff --git a/docs/buildings/earth-oven-albion.md b/docs/buildings/earth-oven-albion.md new file mode 100644 index 0000000..d762227 --- /dev/null +++ b/docs/buildings/earth-oven-albion.md @@ -0,0 +1,85 @@ +# Earth Oven (Albion) + +**Category:** Kitchen +**Region:** Albion +**Required Population Tier:** Aldermen (Elders) + +## Description + +The Earth Oven is a kitchen building in the Albion region that produces Roast Beef. It requires Charcoal as fuel to operate. + +## Production + +| Output | Cycle Time | +|--------|------------| +| Roast Beef | 2:00 | + +### Input Requirements + +- Charcoal (fuel) +- Saltwort +- Oxen + +## Costs + +### Construction Cost + +| Resource | Amount | +|----------|--------| +| Planks | 2 | +| Wattle | 2 | +| Granite | 1 | + +### Maintenance Cost + +| Type | Amount | +|------|--------| +| Income | -16 | +| Elders | -8 | + +## Dimensions + +| Type | Size | +|------|------| +| Base | 4x4 | +| With Roads | 5x5 | + +## Area Effects + +| Effect | Value | +|--------|-------| +| Population | +3 | +| Income | +2 | +| Fire Safety | -2 | + +## Specialists + +### Prefect of Oxen +- **Rarity:** Rare +- **Type:** Economic Specialist +- **Effect:** Roast Beef Chain in range: Productivity +20% +- **Improves:** Earth Oven, Ox Farm, Saltwort Picker + +### Fiachra Doitean, Culinary Immolator +- **Rarity:** Epic +- **Type:** Religion Specialist +- **Effect:** Earth Oven in range: Belief area effect +1.5 +- **Improves:** Earth Oven + +## Related Buildings + +Other Kitchen buildings: +- [Bakery (Albion)](./bakery-albion.md) +- [Bakery (Latium)](./bakery-latium.md) +- [Epicure of Air (Albion)](./epicure-of-air-albion.md) +- [Porridge Stand (Latium)](./porridge-stand.md) +- [Cheese Maker (Albion)](./cheese-maker-albion.md) +- [Seafood Gourmet (Latium)](./seafood-gourmet-latium.md) +- [Salsicium (Albion)](./salsicium-albion.md) + +## Production Chain + +The Earth Oven is part of the Roast Beef production chain: +- Saltwort Picker produces Saltwort +- Ox Farm produces Oxen +- **Earth Oven** combines Saltwort + Oxen (with Charcoal) to produce Roast Beef diff --git a/docs/buildings/eel-grabber-albion.md b/docs/buildings/eel-grabber-albion.md index 3e2d562..cbfb0f8 100644 --- a/docs/buildings/eel-grabber-albion.md +++ b/docs/buildings/eel-grabber-albion.md @@ -7,30 +7,64 @@ | Field | Value | |-------|-------| | Region | Albion | -| Category | Production / Food (Marsh fishery) | -| Required Tier | [Tier I](../population-tiers/tier-i.md) | -| Cycle Time | Unknown (likely 60s per research wording; not asserted) | +| Category | Fishery | +| Required Tier | [Waders](../population-tiers/tier-i.md) | +| Cycle Time | 1:00 (60 seconds) | +| Dimensions | 3x3 (4x4 with roads) | ## Description -Marshland fish producer (Eels). +Marshland fishery building that produces Eels. Available from the Waders population tier in Albion. Requires marshland terrain for placement. + +## Production + +| Input | Output | +|-------|--------| +| (none) | [Eels](../goods/eels.md) | ## Costs -**Build Cost:** Unknown +**Build Cost:** +- 2 Planks -**Maintenance:** Unknown +**Maintenance:** +- -6 Income +- -3 Waders (workforce) + +## Attributes + +- +1 (production output per cycle) ## Placement | Requirement | Value | |-------------|-------| -| Constraints | Marshland placement required (Albion-specific) | +| Constraints | Marshland | +| Road Required | Yes | +| Warehouse Required | Yes | + +## Specialists + +| Name | Rarity | Domain | Effect | +|------|--------|--------|--------| +| Eelhunter | Common | Religion | Eel Grabber in range: Belief area effect +0.5 | +| Mudlark | Common | Economic | Eel Chain in range: Productivity +10% | +| Venator of Artemis | Rare | Religion | Hunting Cabins and Fisheries in range: Workforce needed -33%, Upkeep cost -66% | +| Uiscarix, Hygiean Fishmonger | Epic | Finance | Fisheries in range: Income area effect +1.5 | + +## Related Buildings + +Other Fishery buildings: +- [Oyster Bed (Latium)](./oyster-bed-latium.md) +- [Cockle Picker (Albion)](./cockle-picker-albion.md) +- [Scomber's Shack (Latium)](./mackerel-fishing-hut-latium.md) +- [Fishing Hut (Latium)](./fishing-hut-latium.md) +- [Sturgeon Hatchery (Latium)](./sturgeon-hatchery-latium.md) ## Usage Patterns -Place in marsh; pair with coastal cockles early. +Place in marsh areas; pair with coastal cockles early for food variety. ## Common Pitfalls -Trying to place on coast; this is a marsh-only building. +Trying to place on coast instead of marshland; this is a marsh-only building. diff --git a/docs/buildings/elders-council-albion.md b/docs/buildings/elders-council-albion.md index 03f02a7..e134716 100644 --- a/docs/buildings/elders-council-albion.md +++ b/docs/buildings/elders-council-albion.md @@ -1,34 +1,53 @@ -# Elders Council (Albion) +# Alder Council (Albion) **Entity Type:** Building +Also known as: Elders Council, Ältestenrat + ## Properties | Field | Value | |-------|-------| | Category | Public Service | | Region | Albion | -| Required Tier | [Elders](../population-tiers/elders.md) | +| Required Tier | [Aldermen](../population-tiers/aldermen.md) | | Dimensions | Variable | ## Description -Celtic governing council that provides Happiness, Faith, and Knowledge bonuses to nearby residences. +Celtic governing council that provides Population, Faith, and Knowledge bonuses to nearby residences. The Alder Council serves as a public service building for the Albion population. ## Costs -**Build Cost:** 10000 Gold, 15 Timber, 10 Bricks, 5 Concrete +### Build Cost -**Maintenance:** -26 gold/min +| Resource | Amount | +|----------|--------| +| Gold | 10,000 | +| Timber | 15 | +| Wattle & Daub | 10 | +| Granite | 5 | + +### Maintenance + +| Type | Amount | +|------|--------| +| Income | -26 | ## Area Effects | Effect | Value | |--------|-------| -| Happiness | +2 | +| Population | +2 | | Faith | +1 | | Knowledge | +2 | +## Specialists + +| Specialist | Rarity | Type | Effect | +|------------|--------|------|--------| +| [Owain o Ywen, Keeper of Lore](../specialists/owain-o-ywen-keeper-of-lore.md) | Epic | Research | Knowledge from Alder Council +2 (if supplied) | + ## Placement | Requirement | Value | @@ -38,3 +57,4 @@ Celtic governing council that provides Happiness, Faith, and Knowledge bonuses t ## Related Buildings - [Forum (Latium)](./forum-latium.md) +- [Library (Latium)](./library-latium.md) diff --git a/docs/buildings/epicure-of-air-albion.md b/docs/buildings/epicure-of-air-albion.md new file mode 100644 index 0000000..b9be9b4 --- /dev/null +++ b/docs/buildings/epicure-of-air-albion.md @@ -0,0 +1,75 @@ +# Epicure of Air (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Kitchen | +| Region | Albion | +| Required Tier | [Nobles](../population-tiers/nobles.md) | +| Cycle Time | 90 seconds | +| Dimensions | 5x6 (7x8 with roads) | + +## Description + +Produces Bird Tongues in Aspic, a luxury food for the Nobles population tier. Requires Bird Tongues and Lard as ingredients. + +## Costs + +**Build Cost:** 2 Timber, 2 Bricks, 2 Concrete + +**Maintenance:** -22 gold/min, 12 Nobles + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Income | +4 | +| Prestige | +3 | +| Happiness | -2 | + +## Area Effects + +| Effect | Value | +|--------|-------| +| Income | +1 | +| Happiness | +1 | + +## Production + +**Input:** [Bird Tongues](../goods/bird-tongues.md), [Lard](../goods/lard.md) + +**Output:** [Bird Tongues in Aspic](../goods/bird-tongues-in-aspic.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Production Chain + +[Bird Tongues in Aspic Chain](../production-chains/bird-tongues-in-aspic.md) + +## Related Specialists + +| Specialist | Rarity | Type | Effect | +|------------|--------|------|--------| +| Apion Mochthos Apicius, of Apeiron Appetite | Epic | Culture | Kitchens in range: +25% Productivity, +1 Happiness area effect | +| Hestian Culinarian | Rare | Economic | Kitchens in range: -33% Workforce needed, -66% Upkeep cost | +| Magnus Bantius the Deipnosophist | Epic | Research | Kitchens in range: +1.5 Knowledge area effect | +| Aunt Jellification | Epic | Culture | Epicure of Air in range: +1.5 Happiness area effect | +| Hosta Vulpius, Silencer of Song | Epic | Civic | Bird Tongues Chain in range: +35% Productivity | + +## Related Buildings + +- [Pig Farm (Albion)](./pig-farm-albion.md) +- [Renderer (Albion)](./renderer-albion.md) +- [Bird Charmer (Albion)](./bird-charmer-albion.md) +- [Tongue Plucker (Albion)](./tongue-plucker-albion.md) +- [Bakery (Albion)](./bakery-albion.md) +- [Cheese Maker (Albion)](./cheese-maker-albion.md) +- [Salsicium (Albion)](./salsicium-albion.md) diff --git a/docs/buildings/fanum-albion.md b/docs/buildings/fanum-albion.md index 5587e03..ecf934c 100644 --- a/docs/buildings/fanum-albion.md +++ b/docs/buildings/fanum-albion.md @@ -8,12 +8,12 @@ |-------|-------| | Category | Public Service | | Region | Albion | -| Required Tier | [Smiths](../population-tiers/smiths.md) | +| Required Tier | [Mercators](../population-tiers/mercators.md) | | Dimensions | 7x7 (10x10 with roads) | ## Description -Celtic temple providing Faith and Happiness bonuses to nearby residences. +Celtic temple providing Belief and Knowledge bonuses to nearby residences. ## Costs @@ -25,8 +25,8 @@ Celtic temple providing Faith and Happiness bonuses to nearby residences. | Effect | Value | |--------|-------| -| Faith | +2 | -| Happiness | +1 | +| Belief | +2 | +| Knowledge | +1 | ## Placement @@ -34,6 +34,37 @@ Celtic temple providing Faith and Happiness bonuses to nearby residences. |-------------|-------| | Road Required | Yes | +## Specialists + +### Menander of Nicomedes, Auspicious Haruspex + +**Rarity:** Unique +**Type:** Religion Specialist + +**Effects:** +- Sanctuary and Fanum in range: Belief area effect +1.5 +- Sanctuary and Fanum in range: Knowledge area effect +0.5 +- Upkeep cost -50% + +**Legendary Bonus:** More accurate readings from local beasts + +**Improves:** Fanum, Sanctuary + +### Neferneru, Lion In Waiting + +**Rarity:** Unique +**Type:** Finance Specialist + +**Effects:** +- Mercator Residence and Noble Residence in range: Income +25% +- Also provides equal amounts of Wader Workforce +- Income from Fanum, if supplied: +3 +- Belief from Fanum, if supplied: +1 + +**Legendary Bonus:** Generate at least 10,000 Income. + +**Improves:** Fanum, Residence + ## Related Buildings - [Sanctuary (Latium)](./sanctuary-latium.md) diff --git a/docs/buildings/fibularium-albion.md b/docs/buildings/fibularium-albion.md new file mode 100644 index 0000000..d1f2782 --- /dev/null +++ b/docs/buildings/fibularium-albion.md @@ -0,0 +1,79 @@ +# Fibularium (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Artisinal Studio | +| Region | Albion | +| Required Tier | [Mercators](../population-tiers/mercators.md) | +| Cycle Time | 120 seconds | +| Dimensions | 5x5 (7x7 with roads) | + +## Description + +Produces Brooches from Silver using Charcoal as fuel. Brooches are a decorative item for the Mercators population tier. + +## Costs + +**Build Cost:** 3 Timber, 2 Bricks + +**Maintenance:** -10 gold/min, 5 Mercators + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +2 | +| Belief | +1 | + +## Area Effects + +| Effect | Value | +|--------|-------| +| Income | +1 | +| Fire Safety | +1 | +| Prestige | +2 | + +## Production + +**Input:** [Silver](../goods/silver.md) + +**Fuel:** [Charcoal](../goods/charcoal.md) + +**Output:** [Brooches](../goods/brooches.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Related Specialists + +### Saturnine Smelter +- **Rarity:** Rare +- **Type:** Religion Specialist +- **Effect:** Brooches Chain in range: Productivity +20% +- **Affects:** Fibularium, Silver Mine, Silver Forge + +### Palaephaesta, Dextrous Demiurgus +- **Rarity:** Epic +- **Type:** Culture Specialist +- **Effect:** Artisinal Studios in Range: Workforce needed -40%, Upkeep cost -80% +- **Affects:** Beaver Hatter, Wire-Twister, Fibularium, Glassblower, Jeweller, Narcissium, Pileus Felter + +### Dragonesque Doyenne +- **Rarity:** Rare +- **Type:** Civic Specialist +- **Effect:** Fibularium in range: Prestige area effect +1 +- **Affects:** Fibularium + +## Related Buildings + +- [Silver Mine (Albion)](./silver-mine-albion.md) - Produces Silver Ore +- [Silver Forge (Albion)](./silver-forge-albion.md) - Produces Silver +- [Charcoal Burner (Albion)](./charcoal-burner-albion.md) - Produces Charcoal diff --git a/docs/buildings/flax-farm-albion.md b/docs/buildings/flax-farm-albion.md index 996112e..3eaf27f 100644 --- a/docs/buildings/flax-farm-albion.md +++ b/docs/buildings/flax-farm-albion.md @@ -7,21 +7,21 @@ | Field | Value | |-------|-------| | Region | Albion | -| Category | Production / Farm | +| Category | Arable Farm | | Required Tier | Nobles (Tier 5 Celtic) | -| Dimensions | 4x5 (base), 6x7 (with roads) | -| Cycle Time | 90 seconds | +| Dimensions | 4x5 (base), 6x7 (with fields) | +| Cycle Time | 1:30 (90 seconds) | | Aqueduct Support | Yes | ## Description -Produces Flax for clothing production chains. +Produces Flax for clothing production chains. This building is part of the Arable Farm category and can be enhanced with an Aqueduct connection. ## Costs **Build Cost:** 1 Planks, 2 Bricks, 2 Concrete -**Maintenance:** -8 gold, 3 Waders workers +**Maintenance:** -8 gold, -3 Waders ## Placement @@ -37,10 +37,21 @@ Produces Flax for clothing production chains. ## Specialists -| Specialist | Effects | -|------------|---------| -| Irrigator | -50% water consumption | -| Excellent Hair Artist | +20% productivity for Wigs chain | -| Princeps of Porphyry | +20% productivity for Togas chain | -| Tullus Caecilius Cornutus | -40% workforce, -80% maintenance | -| Casponia Casta | +25% productivity, +1 Flax every 10 cycles, +1 Faith area effect (requires Ceres as island god) | +| Specialist | Rarity | Domain | Effects | +|------------|--------|--------|---------| +| Irrigator | Common | Economic | -50% water consumption for Arable Farms in range | +| Capillary Coiffurist | Rare | Civic | +20% productivity for Wigs Chain in range | +| Princeps of Porphyr | Rare | Civic | +20% productivity for Togas Chain in range | +| Tullus Caecilius Cornutus, Arval Brother of Insitor | Epic | Nature | -40% workforce, -80% upkeep for Arable Farms in range | +| Casponia Casta, Sacerdos Cereris | Legendary | Religion | +25% productivity, +1 Flax every 10 cycles, +1 Belief area effect, Legendary Bonus: Dedicate island to goddess Ceres | + +## Related Buildings + +Other Arable Farm buildings: +- [Flax Farm (Latium)](./flax-farm-latium.md) +- [Barley Farm (Albion)](./barley-farm-albion.md) +- [Oat Farm (Latium)](./oat-farm-latium.md) +- [Hemp Farm (Albion)](./hemp-farm-albion.md) +- [Hemp Farm (Latium)](./hemp-farm-latium.md) +- [Wheat Farm (Albion)](./wheat-farm-albion.md) +- [Wheat Farm (Latium)](./wheat-farm-latium.md) diff --git a/docs/buildings/furnace-albion.md b/docs/buildings/furnace-albion.md new file mode 100644 index 0000000..451017f --- /dev/null +++ b/docs/buildings/furnace-albion.md @@ -0,0 +1,87 @@ +# Furnace (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Production / Smelter | +| Region | Albion | +| Required Tier | [Mercators](../population-tiers/mercators.md), [Smiths](../population-tiers/smiths.md) | +| Cycle Time | 1:00 | +| Dimensions | 4x6 (base), 6x10 (with effects) | + +## Description + +Smelts Iron Ore into Iron using Charcoal as fuel. The Albion variant of the Furnace operates identically to its Latium counterpart. + +## Costs + +**Build Cost:** 1 Timber, 4 Bricks + +**Maintenance:** -8 gold/min, 3 Waders workers + +## Area Effects + +| Effect | Value | +|--------|-------| +| Fire Safety | -2 | + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | +| Constraints | None special | + +## Production + +**Input:** Iron Ore, Charcoal (fuel) + +**Output:** [Iron](../goods/iron.md) + +## Related Specialists + +### Legendary + +- **Favillus, Survivor of Sands and Sandals** (Economic) + - Smelters and Armouries in range: Productivity +35%, Fuel efficiency +35%, Fire Safety area effect +1 + - Legendary Bonus: Dedicate your island to the god Mars + - Also improves: Bronze Smelter, Glass Smelter, Goldsmith, Armourer, Silver Forge, Weaponsmith, Amalgamist + +- **Aneirin Gwawdrydd, Smith Weard** (Economic) + - Smelters in range: Productivity +25%, Additional 1t every 10 cycles, Fuel efficiency +25% + - Legendary Bonus: Have at least 800 Waders on your island + - Also improves: Bronze Smelter, Glass Smelter, Goldsmith, Silver Forge + +### Epic + +- **Obairrix, Full Metalsmith** (Military) + - Smelters in range: Fire Safety area effect +1.5 + - Also improves: Bronze Smelter, Glass Smelter, Goldsmith, Silver Forge + +### Rare + +- **Lamellary Armourer** (Military) + - Armour Chain in range: Productivity +20% + - Also improves: Iron Mine, Tannery, Woodcutter, Armourer, Salt Ponds, Pig Farm + +- **Laconic Swordsmith** (Military) + - Weapons Chain in range: Productivity +20% + - Also improves: Iron Mine, Weaponsmith + +### Common + +- **Amalgamist** (Research) + - Smelters in range: Workforce needed -25%, Upkeep cost -50% + - Also improves: Bronze Smelter, Glass Smelter, Goldsmith, Silver Forge, Lamellary Armourer + +## Related Smelter Buildings + +- [Bronze Smelter (Albion)](./bronze-smelter-albion.md) +- [Glass Smelter (Latium)](./glass-smelter-latium.md) +- [Goldsmith (Latium)](./goldsmith-latium.md) +- [Furnace (Latium)](./furnace-latium.md) +- [Silver Forge (Albion)](./silver-forge-albion.md) diff --git a/docs/buildings/gilder-latium.md b/docs/buildings/gilder-latium.md new file mode 100644 index 0000000..6c05a05 --- /dev/null +++ b/docs/buildings/gilder-latium.md @@ -0,0 +1,57 @@ +# Gilder (Latium) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Workshop | +| Region | Latium | +| Required Tier | [Patricians](../population-tiers/patricians.md) | +| Cycle Time | 60 seconds | +| Dimensions | 5x5 (7x7 with roads) | + +## Description + +Produces Gilded Wood from Gold and Sandarac Wood, a luxury material used in high-end production chains. + +## Costs + +**Build Cost:** 1 Timber, 2 Bricks, 3 Concrete, 2 Marble, 3 Mosaic + +**Maintenance:** -14 gold/min, 8 Patricians + +## Production + +**Input:** [Gold](../goods/gold.md), [Sandarac Wood](../goods/sandarac-wood.md) + +**Output:** [Gilded Wood](../goods/gilded-wood.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Specialists + +### Exuperata, Popular Assemblist +- **Rarity:** Epic +- **Type:** Economic +- **Effect:** Workshops in range: Workforce needed -40%, Upkeep cost -80% +- **Improves:** Chair Maker, Luthier, Shield Beater, Tabulus, Gilder, Chariot Workshop + +### The Aeolian Modist +- **Rarity:** Epic +- **Type:** Religion +- **Effect:** Lyres Chain in range: Productivity +35% +- **Improves:** Goldsmith, Luthier, Stringer, Sandarac Nursery, Sheep Farm, Gilder + +## Related Buildings + +- [Goldsmith (Latium)](./goldsmith-latium.md) +- [Sandarac Nursery (Latium)](./sandarac-nursery-latium.md) +- [Luthier (Latium)](./luthier-latium.md) +- [Tabulus (Latium)](./tabulus-latium.md) diff --git a/docs/buildings/grammaticus-albion.md b/docs/buildings/grammaticus-albion.md index d3a4871..fa91e08 100644 --- a/docs/buildings/grammaticus-albion.md +++ b/docs/buildings/grammaticus-albion.md @@ -8,7 +8,7 @@ |-------|-------| | Category | Public Service | | Region | Albion | -| Required Tier | [Smiths](../population-tiers/smiths.md) | +| Required Tier | [Mercators](../population-tiers/mercators.md) | | Dimensions | 6x8 (8x11 with roads) | ## Description diff --git a/docs/buildings/greenhands-albion.md b/docs/buildings/greenhands-albion.md new file mode 100644 index 0000000..fa9d5ea --- /dev/null +++ b/docs/buildings/greenhands-albion.md @@ -0,0 +1,54 @@ +# Greenhands (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Extractor | +| Region | Albion | +| Required Tier | [Elders](../population-tiers/elders.md) | +| Cycle Time | 90 seconds | +| Dimensions | 4x4 (6x6 with roads) | + +## Description + +Extracts Celtic Green dye from Woad and Copper Ore deposits. Celtic Green is used in the production of Cloaks for the population. + +## Costs + +**Build Cost:** 1 Timber, 2 Wattle, 1 Granite + +**Maintenance:** -20 gold/min, 8 Elders + +## Production + +**Input:** [Copper Ore](../goods/copper-ore.md), [Woad](../goods/woad.md) + +**Output:** [Celtic Green](../goods/celtic-green.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Specialists + +| Specialist | Rarity | Type | Effect | +|------------|--------|------|--------| +| [Essentialist](../specialists/essentialist.md) | Common | Religion | Extractors in range: Workforce needed -25%, Upkeep cost -50% | +| [Prime Mantler](../specialists/prime-mantler.md) | Rare | Nature | Cloaks Chain in range: Productivity +20% | + +## Production Chain + +[Cloaks Chain](../production-chains/cloaks.md) + +## Related Buildings + +- [Woad Plant (Albion)](./woad-plant-albion.md) +- [Copper Mine (Albion)](./copper-mine-albion.md) +- [Birrus Stitcher (Albion)](./birrus-stitcher-albion.md) +- [Sheep Farm (Albion)](./sheep-farm-albion.md) diff --git a/docs/buildings/headpiece-maker-albion.md b/docs/buildings/headpiece-maker-albion.md new file mode 100644 index 0000000..5879662 --- /dev/null +++ b/docs/buildings/headpiece-maker-albion.md @@ -0,0 +1,48 @@ +# Headpiece Maker (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Upholsterer | +| Region | Albion | +| Required Tier | [Nobles](../population-tiers/nobles.md) | +| Cycle Time | 120 seconds | +| Dimensions | 4x5 (6x7 with roads) | + +## Description + +Produces Hairnets from Flax and Resin. Part of the Wigs production chain used to satisfy the needs of upper-class Celtic residents. + +## Costs + +**Build Cost:** 1 Timber, 2 Bricks, 2 Concrete + +**Maintenance:** -10 gold/min, 8 Nobles + +## Production + +**Input:** [Flax](../goods/flax.md), [Resin](../goods/resin.md) + +**Output:** [Hairnets](../goods/hairnets.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Related Specialists + +- **Capillary Coiffurist** (Rare, Civic) - Wigs Chain in range: Productivity +20%. Improves Flax Farm, Headpiece Maker, Resin Trapper, Wig Maker, Horse Breeder + +## Related Buildings + +- [Flax Farm (Albion)](./flax-farm-albion.md) - Produces Flax +- [Wig Maker (Albion)](./wig-maker-albion.md) - Uses Hairnets to produce Wigs +- [Tannery (Albion)](./tannery-albion.md) - Also in Upholsterer category +- [Sailmaker (Albion)](./sailmaker-albion.md) - Also in Upholsterer category +- [Ropemaker (Albion)](./ropemaker-albion.md) - Also in Upholsterer category diff --git a/docs/buildings/hemp-farm-albion.md b/docs/buildings/hemp-farm-albion.md index 172c59a..dbb32a5 100644 --- a/docs/buildings/hemp-farm-albion.md +++ b/docs/buildings/hemp-farm-albion.md @@ -6,7 +6,7 @@ | Field | Value | |-------|-------| -| Category | Farm | +| Category | Arable Farm | | Region | Albion | | Required Tier | [Waders](../population-tiers/waders.md) | | Cycle Time | 60 seconds | @@ -14,7 +14,7 @@ ## Description -Cultivates Hemp for processing into Tunics in Albion. +Cultivates Hemp for processing into Tunics and Sails in Albion. This building can be improved with an Aqueduct connection. ## Costs @@ -35,7 +35,22 @@ Cultivates Hemp for processing into Tunics in Albion. | Road Required | Yes | | Warehouse Required | Yes | +## Specialists + +| Specialist | Rarity | Domain | Effect | +|------------|--------|--------|--------| +| Irrigator | Common | Economic | Arable Farms in range: Water consumption -50% | +| Seamster | Common | Finance | Tunics Chain in range: Productivity +10% | +| Sailer | Common | Economic | Sailmaker and Sails Chain in range: Productivity +10% | +| Tullus Caecilius Cornutus, Arval Brother of Insitor | Epic | Nature | Arable Farms in range: Workforce needed -40%, Upkeep cost -80% | +| Casponia Casta, Sacerdos Cereris | Legendary | Religion | Arable Farms in range: Productivity +25%, Additional 1t Flax every 10 cycles, Belief area effect +1. Legendary Bonus: Dedicate island to the goddess Ceres | + ## Related Buildings - [Spinner (Albion)](./spinner-albion.md) +- [Sailmaker (Albion)](./sailmaker-albion.md) - [Hemp Farm (Latium)](./hemp-farm-latium.md) +- [Flax Farm (Albion)](./flax-farm-albion.md) +- [Barley Farm (Albion)](./barley-farm-albion.md) +- [Wheat Farm (Albion)](./wheat-farm-albion.md) +- [Oat Farm](./oat-farm.md) diff --git a/docs/buildings/herb-garden-albion.md b/docs/buildings/herb-garden-albion.md new file mode 100644 index 0000000..2128064 --- /dev/null +++ b/docs/buildings/herb-garden-albion.md @@ -0,0 +1,64 @@ +# Herb Garden (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Plantation | +| Region | Albion | +| Required Tier | [Mercators](../population-tiers/mercators.md) | +| Cycle Time | 90 seconds | +| Dimensions | 3x3 (4x4 with roads) | +| Aqueduct Support | Yes | + +## Description + +Cultivates Herbs for medicinal and culinary uses. Requires Herb fertility and can be enhanced with an aqueduct connection. + +## Costs + +**Build Cost:** 1 Timber, 2 Bricks + +**Maintenance:** -6 gold/min, 3 Waders + +## Area Effects + +| Effect | Value | +|--------|-------| +| Health | +1 | + +## Production + +**Input:** None + +**Output:** [Herbs](../goods/herbs.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | +| Constraints | Fertility: Herbs | + +## Specialists + +| Specialist | Rarity | Category | Effects | +|------------|--------|----------|---------| +| [Cattin, Apothegmatic Apothecary](../specialists/cattin-apothegmatic-apothecary.md) | Legendary | Nature | Plantations in range: Productivity +25%, Additional 1t Herbs every 10 cycles, Health area effect +1. Legendary bonus: Peace with Voada | +| [Boar Whisperer](../specialists/boar-whisperer.md) | Epic | Culture | Sausages Chain in range: Productivity +35% | +| [Adept Troughtender](../specialists/adept-troughtender.md) | Rare | Economic | Plantations in range: Water consumption -50% | +| [Renaturer](../specialists/renaturer.md) | Common | Economic | Herb Garden and Barley Farm in range: Workforce needed -25%, Run by Smith Workforce instead of Wader Workforce | +| [Agronomic Aerator](../specialists/agronomic-aerator.md) | Rare | Nature | Herb Gardens in range: Health area effect +1 | +| [Tirechan Ua Aergol, Tireless Tiller](../specialists/tirechan-ua-aergol-tireless-tiller.md) | Epic | Civic | Plantations in range: Workforce needed -40%, Upkeep cost -80% | + +## Related Buildings + +- [Woad Plant (Albion)](./woad-plant-albion.md) +- [Lavender Farm (Latium)](./lavender-farm-latium.md) +- [Olive Grower (Latium)](./olive-grower-latium.md) +- [Vineyard (Latium)](./vineyard-latium.md) +- [Vineyard (Albion)](./vineyard-albion.md) +- [Barley Farm (Albion)](./barley-farm-albion.md) diff --git a/docs/buildings/horner-albion.md b/docs/buildings/horner-albion.md index a77d19f..afe50f4 100644 --- a/docs/buildings/horner-albion.md +++ b/docs/buildings/horner-albion.md @@ -6,7 +6,7 @@ | Field | Value | |-------|-------| -| Category | Craftsman | +| Category | Artisanal Studio | | Region | Albion | | Required Tier | [Smiths](../population-tiers/smiths.md) | | Cycle Time | 120 seconds | @@ -14,11 +14,11 @@ ## Description -Produces Horns from Tin Ore, musical instruments for Celtic ceremonies. +Produces Drinking Horns from Tin Ore and Oxen, decorative vessels for Celtic feasts and ceremonies. ## Costs -**Build Cost:** 3 Timber, 4 Bricks +**Build Cost:** 3 Timber, 4 Wattle **Maintenance:** -12 gold/min, 3 Smiths @@ -27,20 +27,20 @@ Produces Horns from Tin Ore, musical instruments for Celtic ceremonies. | Attribute | Value | |-----------|-------| | Population | +1 | -| Income | +2 | +| Happiness | +2 | ## Area Effects | Effect | Value | |--------|-------| +| Population | +1 | | Happiness | +1 | -| Prestige | +1 | ## Production -**Input:** [Tin Ore](../goods/tin-ore.md) +**Input:** [Tin Ore](../goods/tin-ore.md), [Oxen](../goods/oxen.md) -**Output:** [Horns](../goods/horns.md) +**Output:** [Drinking Horns](../goods/drinking-horns.md) ## Placement @@ -52,3 +52,4 @@ Produces Horns from Tin Ore, musical instruments for Celtic ceremonies. ## Related Buildings - [Tin Mine (Albion)](./tin-mine-albion.md) +- [Ox Farm (Albion)](./ox-farm-albion.md) diff --git a/docs/buildings/horse-breeder-albion.md b/docs/buildings/horse-breeder-albion.md new file mode 100644 index 0000000..cb8fba5 --- /dev/null +++ b/docs/buildings/horse-breeder-albion.md @@ -0,0 +1,70 @@ +# Horse Breeder (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Production / Livestock Farm | +| Region | Albion | +| Required Tier | Nobles | +| Construction Time | Instant | +| Cycle Time | 2:00 (120 seconds) | +| Dimensions | 4x5 (base), 6x7 (with pasture) | + +## Description + +Produces Horses for use in various production chains. Can be enhanced with a Silo, which is unlocked through faith in the patron goddess Epona. + +## Costs + +**Build Cost:** 1 Timber, 3 Bricks, 2 Concrete + +**Maintenance:** -16 gold/min, 6 Nobles workers + +## Area Effects + +| Effect | Value | +|--------|-------| +| Health | -1 | +| Happiness | +1 | + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | +| Constraints | Requires pasture space | + +## Production + +**Input:** None + +**Output:** Horses + +## Upgrades + +**Silo** - Available through faith in Epona. Enhances grain storage for animal feed. + +## Related Specialists + +| Specialist | Rarity | Type | Effects | +|------------|--------|------|---------| +| Pwyll fab Manawydan, Rhiannon's Postilion | Legendary | Civic | Livestock Farms: +30% Productivity, +1t Horses every 10 cycles, +1 Prestige area effect | +| Nomadic Herder | Rare | Nature | Livestock Farms: -33% Workforce needed, -66% Upkeep cost | +| Shapur of Chalcis, Eponian Eques | Epic | Nature | Horse Breeders: +1.5 Health area effect | +| Capillary Coiffurist | Rare | Civic | Wigs Chain: +20% Productivity | +| Xeno of Phillipopolis, Hipparchon | Epic | Military | Horses Chain: +35% Productivity | + +## Related Buildings + +Other Livestock Farm buildings: +- Ox Farm (Albion) +- Horse Breeder (Latium) +- Sheep Farm (Albion) +- Sheep Farm (Latium) +- Snail Farm (Latium) +- Pig Farm (Albion) +- Pig Farm (Latium) diff --git a/docs/buildings/horsecatcher-albion.md b/docs/buildings/horsecatcher-albion.md new file mode 100644 index 0000000..7652e55 --- /dev/null +++ b/docs/buildings/horsecatcher-albion.md @@ -0,0 +1,66 @@ +# Horsecatcher (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Production / Hunting Cabin | +| Region | Albion | +| Required Tier | Elders | +| Cycle Time | 1:30 (90 seconds) | +| Dimensions | 5x5 (base), 7x7 (with placement area) | + +## Description + +Captures Ponies in meadow areas. Part of the Chariots production chain, providing horses for chariot construction. + +## Costs + +**Build Cost:** 1 Timber, 1 Wattle & Daub, 1 Granite + +**Maintenance:** -8 gold/min, 12 Elders workers + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | +| Constraints | Meadow Area, Population | + +## Production + +**Input:** None + +**Output:** Ponies + +## Related Specialists + +| Specialist | Rarity | Type | Effects | +|------------|--------|------|---------| +| Axle Wheeler | Rare | Finance | Chariots Chain in range: +20% Productivity | +| Venator of Artemis | Rare | Religion | Hunting Cabins and Fisheries in range: -33% Workforce needed, -66% Upkeep cost | + +## Related Buildings + +Other Hunting Cabin buildings: +- Beaver Trapper (Albion) +- Bird Charmer (Albion) + +Buildings improved by Axle Wheeler: +- Chassis Builder +- Woodcutter +- Reed Gatherer +- Chariot Workshop + +Buildings improved by Venator of Artemis: +- Eel Grabber +- Oyster Bed +- Beaver Trapper +- Cockle Picker +- Scomber's Shack +- Fishing Hut +- Sturgeon Hatchery +- Bird Charmer diff --git a/docs/buildings/iron-mine-albion.md b/docs/buildings/iron-mine-albion.md new file mode 100644 index 0000000..a7a56dc --- /dev/null +++ b/docs/buildings/iron-mine-albion.md @@ -0,0 +1,68 @@ +# Iron Mine (Albion) + +**Category:** Production / Mining +**Region:** Albion + +## Description + +The Iron Mine extracts Iron Ore from mountain deposits in Albion. It requires a Mountain Slot and an Iron deposit to be built. The building can be upgraded with an Aqueduct connection for improved production. + +## Stats + +| Property | Value | +|----------|-------| +| Required Tier | [Mercators](../population-tiers/tier-iii.md), [Smiths](../population-tiers/tier-i-albion.md) | +| Dimensions | 3x8 / 4x11 (rotated) | +| Cycle Time | 0:30 | +| Build Cost | 2 Planks, 2 Bricks | +| Maintenance | 10 Coins, 5 Waders | + +## Area Effects + +| Effect | Value | +|--------|-------| +| Health | -2 | + +## Placement Requirements + +| Requirement | Details | +|-------------|---------| +| Mountain Slot | Required | +| Deposit | Iron deposit required | + +## Production + +**Input:** None (raw extraction) + +**Output:** [Iron Ore](../goods/iron-ore.md) + +## Upgrades + +### Aqueduct Connection + +The Iron Mine can be connected to the Aqueduct system for enhanced production capabilities. + +## Specialists + +| Specialist | Rarity | Type | Effects | +|------------|--------|------|---------| +| Lar Syracus, Minedriver | Legendary | Economic | Mines in Range: Income area effect +6, Happiness area effect -2, Health area effect -2, Workforce -75%, Upkeep -75%. Legendary Bonus: Own at least 12 Markets. | +| Minas Orlamh, the Gilted Touch | Legendary | Finance | Mines in Range: Productivity +25%, Additional 1t Gold Ore every 10 cycles, Income +100. Legendary Bonus: Own at least 1,000,000 Denarii. | +| Ironic Interviewer | Rare | Research | Iron Mines in range: Knowledge area effect +1 | +| Gygaea of Megaria, Eupalinian Reservist | Epic | Economic | Mines in Range: Water consumption -50%, Additional 1t every 8 cycles | +| Lamellary Armourer | Rare | Military | Armour Chain in range: Productivity +20% | +| Laconic Swordsmith | Rare | Military | Weapons Chain in range: Productivity +20% | +| Rhea Proserpina, Dis Mater | Epic | Finance | Mines and Pits in range: Workforce -40%, Upkeep -80% | + +## Production Chain + +Iron Ore is smelted in a [Furnace](./furnace-latium.md) to produce [Iron](../goods/iron.md), which is then used by: +- [Weaponsmith](./weaponsmith-latium.md) to produce [Weapons](../goods/weapons.md) +- [Armourer](./armourer-latium.md) to produce [Armour](../goods/armour.md) + +## Related Buildings + +- [Iron Mine (Latium)](./iron-mine-latium.md) +- [Copper Mine (Albion)](./copper-mine-albion.md) +- [Silver Mine (Albion)](./silver-mine-albion.md) +- [Tin Mine (Albion)](./tin-mine-albion.md) diff --git a/docs/buildings/kontor-albion.md b/docs/buildings/kontor-albion.md new file mode 100644 index 0000000..f7f1cea --- /dev/null +++ b/docs/buildings/kontor-albion.md @@ -0,0 +1,49 @@ +# Trading Post (Albion) + +**Category:** Infrastructure +**Region:** Albion + +## Description + +The Trading Post is the first building you can place on an island in the Albion region. It serves as a warehouse for goods and a docking point for ships. The Trading Post can be upgraded multiple times, with each upgrade significantly increasing island storage capacity and the number of loading ramps. Upgrades must first be unlocked in the skill tree. + +## Stats + +| Property | Value | +|----------|-------| +| Dimensions | 6x6 / 8x8 (upgraded) | +| Maintenance | 10 Coins, 8 Waders (Improved), 16 Coins, 12 Waders (Stately) | + +## Upgrades + +### Improved Trading Post (Tier 1) + +- **Unlock:** Trading Post Improvements skill +- **Build Cost:** 500 Income, 25 Timber, 5 Tiles +- **Maintenance:** 10 Coins, 8 Waders +- **Effect:** +2 loading ramps, +75 island storage capacity + +### Stately Trading Post (Tier 2) + +- **Unlock:** Trading Post Improvements skill +- **Build Cost:** 1000 Income, 50 Timber, 15 Tiles, 5 Concrete +- **Maintenance:** 16 Coins, 12 Waders +- **Effect:** 6 loading ramps total, increased island storage capacity + +## Specialists + +| Specialist | Rarity | Type | Effects | +|------------|--------|------|---------| +| Wareholder | Common | Military | Trading Posts, Warehouses and Depot in range: Hitpoints +50%, Self-repair speed +100% | + +## Placement + +- Can only be placed on coastline +- First building placed when settling an island +- Functions as main storage and trade hub for the island + +## Related Buildings + +- [Trading Post (Latium)](./kontor-latium.md) +- [Warehouse (Albion)](./warehouse-albion.md) +- [Depot (Latium)](./depot-latium.md) diff --git a/docs/buildings/latrine-albion.md b/docs/buildings/latrine-albion.md new file mode 100644 index 0000000..e1a91a2 --- /dev/null +++ b/docs/buildings/latrine-albion.md @@ -0,0 +1,66 @@ +# Latrine (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Region | Albion | +| Category | Amenities | +| Required Tier | [Mercators](../population-tiers/tier-iii.md) / [Smiths](../population-tiers/tier-iii.md) | +| Dimensions | 2x3 (base), 3x4 (with roads) | +| Unlock Condition | Skill Tree unlock required | + +## Description + +Public latrine facility in Albion. Provides health area effects to nearby residences as an amenity building. + +## Costs + +**Build Cost:** 750 gold, 4 Planks, 2 Bricks + +**Maintenance:** -3 gold, -2 Waders + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Unknown | + +## Production + +**Input:** None + +**Output:** None (Service building) + +## Area Effects + +| Effect | Value | +|--------|-------| +| Health | +1 | + +## Specialists + +| Specialist | Effects | +|------------|---------| +| Lucia Sophus, Imperial Occultist | City Watches in range: +3 Belief area effect, -1 Knowledge area effect, -20% Upkeep cost. Legendary bonus: Serve your Emperor faithfully. Improves: Well, Latrine, Watchtower | + +## Related Buildings + +Other Amenities: +- [Well (Latium)](./well-latium.md) +- [Well (Albion)](./well-albion.md) +- [Latrine (Latium)](./latrine-latium.md) +- [Watchtower (Latium)](./watchtower-latium.md) +- [Watchtower (Albion)](./watchtower-albion.md) + +## Usage Patterns + +Place near residential areas to provide health bonuses, particularly for Smiths and higher population tiers in Albion. + +## Common Pitfalls + +- Requires Skill Tree unlock before construction +- Consumes Waders workforce for maintenance diff --git a/docs/buildings/limestone-quarry-latium.md b/docs/buildings/limestone-quarry-latium.md new file mode 100644 index 0000000..4d823da --- /dev/null +++ b/docs/buildings/limestone-quarry-latium.md @@ -0,0 +1,49 @@ +# Limestone Quarry (Latium) + +**Category:** Production / Quarry +**Region:** Latium + +## Description + +The Limestone Quarry extracts Limestone from mountain deposits in Latium. It requires a Mountain Slot to be built and provides raw materials for construction. + +## Stats + +| Property | Value | +|----------|-------| +| Required Tier | [Plebeians](../population-tiers/tier-ii.md) | +| Dimensions | 3x8 / 4x11 (rotated) | +| Cycle Time | 0:30 | +| Build Cost | 2 Planks, 1 Bricks | +| Maintenance | 12 Coins, 5 Plebeians | + +## Area Effects + +| Effect | Value | +|--------|-------| +| Health | -2 | + +## Placement Requirements + +| Requirement | Details | +|-------------|---------| +| Mountain Slot | Required | + +## Production + +**Input:** None (raw extraction) + +**Output:** [Limestone](../goods/limestone.md) + +## Specialists + +| Specialist | Rarity | Type | Effects | +|------------|--------|------|---------| +| Juicer of Lime | Rare | Finance | Limestone Quarry in range: Income area effect +1 | + +## Related Buildings + +- [Limestone Quarry (Albion)](./limestone-quarry-albion.md) +- [Granite Quarry (Albion)](./granite-quarry-albion.md) +- [Marble Quarry (Latium)](./marble-quarry-latium.md) +- [Mineral Quarry (Latium)](./mineral-quarry-latium.md) diff --git a/docs/buildings/luthier-latium.md b/docs/buildings/luthier-latium.md new file mode 100644 index 0000000..079c653 --- /dev/null +++ b/docs/buildings/luthier-latium.md @@ -0,0 +1,81 @@ +# Luthier (Latium) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Workshop | +| Region | Latium | +| Required Tier | [Patricians](../population-tiers/patricians.md) | +| Cycle Time | 60 seconds (1:00) | +| Dimensions | 5x5 (7x7 with roads) | + +## Description + +Produces Lyres from Gilded Wood and Strings. Part of the Lyres production chain for Latium, providing luxury goods for Patricians. + +## Costs + +**Build Cost:** 2 Timber, 3 Bricks, 3 Concrete, 3 Marble, 3 Mosaics + +**Maintenance:** -30 gold/min, 10 Patricians + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +4 | +| Belief | +2 | +| Knowledge | +2 | + +## Area Effects + +| Effect | Value | +|--------|-------| +| Income | +1 | +| Happiness | +1 | + +## Production + +**Input:** [Gilded Wood](../goods/gilded-wood.md), [Strings](../goods/strings.md) + +**Output:** [Lyres](../goods/lyres.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Specialists + +### O'Buiochas, Master of Unwinding +- **Rarity:** Epic +- **Type:** Culture +- **Effect:** Luthier in range: Happiness area effect +1.5 +- **Improves:** Luthier + +### Exuperata, Popular Assemblist +- **Rarity:** Epic +- **Type:** Economic +- **Effect:** Workshops in range: Workforce needed -40%, Upkeep cost -80% +- **Improves:** Chair Maker, Luthier, Shield Beater, Tabulus, Gilder, Chariot Workshop + +### The Aeolian Modist +- **Rarity:** Epic +- **Type:** Religion +- **Effect:** Lyres Chain in range: Productivity +35% +- **Improves:** Goldsmith, Luthier, Stringer, Sandarac Nursery, Sheep Farm, Gilder + +## Related Buildings + +- [Gilder (Latium)](./gilder-latium.md) +- [Stringer (Latium)](./stringer-latium.md) +- [Couch Maker (Latium)](./couch-maker-latium.md) +- [Tabulus (Latium)](./tabulus-latium.md) +- [Chassis Builder (Albion)](./chassis-builder-albion.md) +- [Shield Beater (Albion)](./shield-beater-albion.md) +- [Chariot Workshop (Albion)](./chariot-workshop-albion.md) diff --git a/docs/buildings/malthouse-albion.md b/docs/buildings/malthouse-albion.md index 1a57760..aa41329 100644 --- a/docs/buildings/malthouse-albion.md +++ b/docs/buildings/malthouse-albion.md @@ -6,9 +6,9 @@ | Field | Value | |-------|-------| -| Category | Manufactory | +| Category | Victualler | | Region | Albion | -| Required Tier | [Waders](../population-tiers/waders.md) | +| Required Tier | [Smiths](../population-tiers/smiths.md) | | Cycle Time | 30 seconds | | Dimensions | 5x5 (7x7 with roads) | @@ -18,9 +18,9 @@ Processes Barley into Malt for beer brewing. ## Costs -**Build Cost:** 3 Timber, 1 Bricks +**Build Cost:** 3 Timber, 1 Wattle & Daub -**Maintenance:** -8 gold/min, 4 Waders +**Maintenance:** -8 gold/min, 4 Smiths ## Production @@ -35,7 +35,21 @@ Processes Barley into Malt for beer brewing. | Road Required | Yes | | Warehouse Required | Yes | +## Specialists + +| Specialist | Rarity | Type | Effect | +|------------|--------|------|--------| +| [Busy Sprout](../specialists/busy-sprout.md) | Common | Culture | Beer Chain in range: Productivity +10% | +| [Constructivist](../specialists/constructivist.md) | Common | Economic | Refineries in range: Workforce needed -25%, Upkeep cost -50% | + ## Related Buildings - [Barley Farm (Albion)](./barley-farm-albion.md) - [Brewery (Albion)](./brewery-albion.md) +- [Garum Maker (Latium)](./garum-maker-latium.md) +- [Olive Press (Latium)](./olive-press-latium.md) +- [Soap Boiler (Latium)](./soap-boiler-latium.md) +- [Potter (Latium)](./potter-latium.md) +- [Potter (Albion)](./potter-albion.md) +- [Winery (Latium)](./winery-latium.md) +- [Winery (Albion)](./winery-albion.md) diff --git a/docs/buildings/marble-mason-latium.md b/docs/buildings/marble-mason-latium.md new file mode 100644 index 0000000..83285b9 --- /dev/null +++ b/docs/buildings/marble-mason-latium.md @@ -0,0 +1,63 @@ +# Marble Mason (Latium) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Refinery | +| Region | Latium | +| Required Tier | [Tier III - Equites](../population-tiers/tier-iii.md) | +| Cycle Time | 1:30 | +| Dimensions | 5x7 (base), 7x10 (with effects) | + +## Description + +Processes Raw Marble into refined Marble for construction and decorative purposes. + +## Costs + +**Build Cost:** 2 Timber, 3 Bricks, 2 Concrete + +**Maintenance:** -24 gold/min, 10 Equites workers + +## Area Effects + +| Effect | Value | +|--------|-------| +| Prestige | +1 | +| Health | -1 | + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | +| Constraints | None special | + +## Production + +**Input:** Raw Marble + +**Output:** [Marble](../goods/marble.md) + +## Related Specialists + +### Epic + +- **Mico Annius, Unearther of Lodestars** (Religion) + - Marble Mason in range: Belief area effect +1.5 + +## Related Refinery Buildings + +- [Concrete Mixer (Albion)](./concrete-mixer-albion.md) +- [Concrete Mixer (Latium)](./concrete-mixer-latium.md) +- [Granite Cutter (Albion)](./granite-cutter-albion.md) +- [Labourer's Yard (Albion)](./labourers-yard-albion.md) +- [Tessera Works (Latium)](./tessera-works-latium.md) +- [Sawmill (Albion)](./sawmill-albion.md) +- [Sawmill (Latium)](./sawmill-latium.md) +- [Brickworks (Albion)](./brickworks-albion.md) +- [Brickworks (Latium)](./brickworks-latium.md) diff --git a/docs/buildings/marble-quarry-latium.md b/docs/buildings/marble-quarry-latium.md new file mode 100644 index 0000000..0ca59c6 --- /dev/null +++ b/docs/buildings/marble-quarry-latium.md @@ -0,0 +1,50 @@ +# Marble Quarry (Latium) + +**Category:** Production / Quarry +**Region:** Latium + +## Description + +The Marble Quarry extracts Raw Marble from mountain deposits in Latium. It requires a Mountain Slot and Deposit to be built and provides valuable raw materials for advanced construction and ornamentation. + +## Stats + +| Property | Value | +|----------|-------| +| Required Tier | [Equites](../population-tiers/tier-iii.md) | +| Dimensions | 3x8 / 4x11 (rotated) | +| Cycle Time | 1:00 | +| Build Cost | 2 Planks, 1 Bricks, 2 Concrete | +| Maintenance | 16 Coins, 5 Plebeians | + +## Area Effects + +| Effect | Value | +|--------|-------| +| Health | -2 | + +## Placement Requirements + +| Requirement | Details | +|-------------|---------| +| Mountain Slot | Required | +| Deposit | Required | + +## Production + +**Input:** None (raw extraction) + +**Output:** [Raw Marble](../goods/raw-marble.md) + +## Specialists + +| Specialist | Rarity | Type | Effects | +|------------|--------|------|---------| +| Galerius Natta, Prime Prospector | Epic | Civic | Marble Quarry in range: Prestige area effect +1.5 | + +## Related Buildings + +- [Limestone Quarry (Latium)](./limestone-quarry-latium.md) +- [Limestone Quarry (Albion)](./limestone-quarry-albion.md) +- [Granite Quarry (Albion)](./granite-quarry-albion.md) +- [Mineral Quarry (Latium)](./mineral-quarry-latium.md) diff --git a/docs/buildings/market-albion.md b/docs/buildings/market-albion.md index 182bde1..cc57322 100644 --- a/docs/buildings/market-albion.md +++ b/docs/buildings/market-albion.md @@ -35,6 +35,13 @@ Public service building that provides Population and Income area effects to near | Road Required | Yes | | Warehouse Required | Yes | +## Specialists + +| Specialist | Rarity | Type | Effects | Unlock Condition | +|------------|--------|------|---------|------------------| +| Actorius Maximinus, Nummularius Nonpareil | Unique | Finance | Markets in range: Income area effect +1.5, Upkeep cost -75% | Have at least 600 residents on your island | +| Gaius Julius Lupus, Castor of Fortunes | Epic | Finance | Markets in range: Income area effect +1.5 | - | + ## Related Buildings - [Market (Latium)](./market-latium.md) diff --git a/docs/buildings/medici-albion.md b/docs/buildings/medici-albion.md new file mode 100644 index 0000000..3296ff8 --- /dev/null +++ b/docs/buildings/medici-albion.md @@ -0,0 +1,74 @@ +# Medici (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Region | Albion | +| Category | City Watch | +| Required Tier | [Mercators](../population-tiers/tier-iii.md) | +| Dimensions | 4x6 (base), 7x8 (with roads) | + +## Description + +Medical facility in Albion that provides health area effects to nearby residences and dispatches patrols to respond to incidents. + +## Costs + +**Build Cost:** 2250 Gold, 10 Planks, 5 Bricks + +**Maintenance:** -6 gold, -4 Waders + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Production + +**Input:** None + +**Output:** None (Service building) + +## Area Effects + +| Effect | Value | +|--------|-------| +| Health | +2 | + +## Specialists + +| Specialist | Rarity | Type | Effects | +|------------|--------|------|---------| +| Practitioner | Common | Nature | Medici in range: Available patrols +1 | +| Ironclad Distributor | Rare | Economic | City Watches in Albion in range: Workforce needed -25%, Upkeep cost -50%, Run by Smith Workforce instead of Wader Workforce. Improves: Custodes, Medici, Vigiles | +| Materialist Medicus | Rare | Nature | Medici in range: Health area effect +1 | +| Savvy Capsarius | Rare | Nature | Medici in range: Health +30, Available patrols +1 | +| Cermaid Mac Ealadha, Dagda's Goodman | Epic | Civic | Medici in range: Prestige area effect +1, Available patrols +1, Response time -10% | +| Publius Quintus, Amphipraetorian | Epic | Finance | City Watches in range: Income area effect +1, Workforce needed -25%, Available patrols +1. Improves: Custodia, Medici, Vigiles | +| Ide Nimh, Bane of Pugilists | Legendary | Nature | Medici in range: Health area effect +1, Available patrols +1. Legendary bonus: Equip items. Medici in range: Available patrols +1 | +| Faustus Silvius Lupicinus, Apparitor Rationibus | Legendary | Finance | City Watches in range: Income area effect +3, Prestige area effect +1, Upkeep cost -25%. Legendary bonus: At least 75 reputation with the Emperor. Improves: Custodia, Medici, Vigiles | + +## Related Buildings + +Other City Watch buildings: +- [Medici (Latium)](./medici-latium.md) - Latium variant +- [Custodia (Latium)](./custodia-latium.md) - Police station +- [Custodes (Albion)](./custodes-albion.md) - Albion police station +- [Vigiles (Latium)](./vigiles-latium.md) - Fire brigade +- [Vigiles (Albion)](./vigiles-albion.md) - Albion fire brigade + +## Usage Patterns + +Place near residential areas to provide health bonuses and incident response coverage. The Medici is essential for keeping your population healthy and responding to health-related incidents. + +## Common Pitfalls + +- Requires Mercators population tier before it can be built +- Uses Waders workforce for maintenance +- The Albion variant has lower maintenance costs compared to the Latium version (-6 gold, -4 Waders vs -16 gold, -8 Liberti) +- Consider pairing with specialists like Ironclad Distributor to reduce workforce and upkeep costs diff --git a/docs/buildings/mud-drier-albion.md b/docs/buildings/mud-drier-albion.md new file mode 100644 index 0000000..ce82047 --- /dev/null +++ b/docs/buildings/mud-drier-albion.md @@ -0,0 +1,56 @@ +# Mud Drier (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Pit | +| Region | Albion | +| Required Tier | [Mercators](../population-tiers/mercators.md) | +| Cycle Time | 1:30 | +| Dimensions | 7x7 (10x10 with roads) | + +## Description + +The Mud Drier extracts Mud from marshland deposits in Albion. It requires placement on Marshland terrain and becomes available once you reach the Mercators population tier. + +## Costs + +**Build Cost:** 3 Planks + +**Maintenance:** -4 gold/min, 3 Waders + +## Production + +**Input:** None (raw extraction) + +**Output:** [Mud](../goods/mud.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | +| Constraints | Marshland required | + +## Specialists + +The following specialists can improve this building: + +### Handler (Common, Military) +- Amphorae Chain in range: Productivity +10% +- Also improves: Resin Trapper, Clay Pit, Mud Drier, Potter + +### Rhea Proserpina, Dis Mater (Epic, Finance) +- Mines and Pits in range: Workforce -40%, Upkeep -80% +- Also improves: Iron Mine, Gold Washer, Copper Mine, Sand Refinery, Mud Drier, Silver Mine, Tin Mine + +## Related Buildings + +- [Sand Refinery (Albion)](./sand-refinery-albion.md) +- [Sand Refinery (Latium)](./sand-refinery-latium.md) +- [Gold Washer (Latium)](./gold-washer-latium.md) +- [Clay Pit (Latium)](./clay-pit-latium.md) diff --git a/docs/buildings/narcissium-albion.md b/docs/buildings/narcissium-albion.md new file mode 100644 index 0000000..80b215a --- /dev/null +++ b/docs/buildings/narcissium-albion.md @@ -0,0 +1,79 @@ +# Narcissium (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Artisinal Studio | +| Region | Albion | +| Required Tier | [Nobles](../population-tiers/nobles.md) | +| Cycle Time | 120 seconds | +| Dimensions | 5x5 (7x7 with roads) | + +## Description + +Produces Handmirrors from Scallop Shells and Silver using Charcoal as fuel. Handmirrors are a luxury good for the Nobles population tier. + +## Costs + +**Build Cost:** 1 Timber, 2 Bricks, 3 Concrete + +**Maintenance:** -30 gold/min, 12 Nobles + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Knowledge | +2 | +| Health | +2 | +| Happiness | +2 | + +## Area Effects + +| Effect | Value | +|--------|-------| +| Prestige | +2 | +| Fire Safety | -2 | + +## Production + +**Input:** [Scallop Shells](../goods/scallop-shells.md), [Silver](../goods/silver.md) + +**Fuel:** [Charcoal](../goods/charcoal.md) + +**Output:** [Handmirrors](../goods/handmirrors.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Related Specialists + +### Palaephaesta, Dextrous Demiurgus +- **Rarity:** Epic +- **Type:** Culture Specialist +- **Effect:** Artisinal Studios in Range: Workforce needed -40%, Upkeep cost -80% +- **Affects:** Beaver Hatter, Wire-Twister, Fibularium, Glassblower, Jeweller, Narcissium, Pileus Felter + +### Marix, Who Knows The Merrows +- **Rarity:** Epic +- **Type:** Research Specialist +- **Effect:** Mirrors Chain in range: Productivity +35% +- **Affects:** Shell Gatherer, Narcissium, Silver Mine, Silver Forge + +### Mimesius Perrenis, Exemplary Semblancer +- **Rarity:** Epic +- **Type:** Civic Specialist +- **Effect:** Narcissium in range: Prestige area effect +1.5 +- **Affects:** Narcissium + +## Related Buildings + +- [Shell Gatherer (Albion)](./shell-gatherer-albion.md) - Produces Scallop Shells +- [Silver Mine (Albion)](./silver-mine-albion.md) - Produces Silver Ore +- [Silver Forge (Albion)](./silver-forge-albion.md) - Produces Silver diff --git a/docs/buildings/officium-albion.md b/docs/buildings/officium-albion.md new file mode 100644 index 0000000..8fb6920 --- /dev/null +++ b/docs/buildings/officium-albion.md @@ -0,0 +1,40 @@ +# Officium (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Specialist Building | +| Region | Albion | +| Required Tier | [Mercators (Tier III)](../population-tiers/tier-iii.md) | +| Construction Time | Instant | + +## Description + +Specialist building that houses specialists who provide bonuses to nearby buildings. + +## Costs + +**Build Cost:** 500 Gold, 20 Timber, 3 Bricks + +**Maintenance:** -50 gold/min + +## Placement + +| Requirement | Value | +|-------------|-------| +| Dimensions | 4x6 (base), 6x8 (with roads) | +| Road Required | Yes | +| Warehouse Required | Yes | + +## Specialists + +Houses specialists that can be assigned to modify production or service buildings. + +## Related Buildings + +- [Officium (Latium)](./officium-latium.md) - Latium variant +- [Villa of the Praetor (Latium)](./villa-des-praetors-latium.md) - Higher-tier specialist building +- [Villa of the Praetor (Albion)](./villa-des-praetors-albion.md) - Albion variant diff --git a/docs/buildings/ox-farm-albion.md b/docs/buildings/ox-farm-albion.md index 97584d6..d24731e 100644 --- a/docs/buildings/ox-farm-albion.md +++ b/docs/buildings/ox-farm-albion.md @@ -6,21 +6,21 @@ | Field | Value | |-------|-------| -| Category | Animal Farm | +| Category | Livestock Farm | | Region | Albion | -| Required Tier | [Waders](../population-tiers/waders.md) | +| Required Tier | [Smiths](../population-tiers/smiths.md) | | Cycle Time | 60 seconds | | Dimensions | 5x7 (7x10 with roads) | ## Description -Raises Oxen to produce Milk for cheese production. Requires marsh placement. +Raises Oxen for use in the Roast Beef production chain. Requires marshland placement. ## Costs -**Build Cost:** 3 Timber, 2 Bricks +**Build Cost:** 3 Planks, 2 Wattle -**Maintenance:** -4 gold/min, 4 Waders +**Maintenance:** -4 gold/min, 4 Waders workforce ## Area Effects @@ -32,7 +32,7 @@ Raises Oxen to produce Milk for cheese production. Requires marsh placement. **Input:** None -**Output:** [Milk](../goods/milk.md) +**Output:** [Oxen](../goods/oxen.md) ## Placement @@ -40,8 +40,55 @@ Raises Oxen to produce Milk for cheese production. Requires marsh placement. |-------------|-------| | Road Required | Yes | | Warehouse Required | Yes | -| Constraints | Marsh placement required | +| Constraints | Marshland required | + +## Specialists + +### Pwyll fab Manawydan, Rhiannon's Postilion +**Rarity:** Legendary | **Type:** Civic + +- Livestock Farms in range: Productivity +30% +- Additional 1t Horses every 10 cycles +- Prestige area effect +1 +- **Unlock condition:** Generate at least 800 Happiness + +**Improves:** Ox Farm, Horse Breeder, Sheep Farm, Pig Farm + +### Nomadic Herder +**Rarity:** Rare | **Type:** Nature + +- Livestock Farms in range: Workforce needed -33% +- Upkeep cost -66% + +**Improves:** Ox Farm, Horse Breeder, Sheep Farm, Pig Farm + +### Prefect of Oxen +**Rarity:** Rare | **Type:** Economic + +- Roast Beef Chain in range: Productivity +20% + +**Improves:** Earth Oven, Ox Farm, Saltwort Picker + +### Cairbre Ui Merchad, Pretty Shepherd +**Rarity:** Epic | **Type:** Economic + +- Ox Farm, Sheep Farm, Pig Farm in Albion in range: Workforce needed -35% +- Upkeep cost -80% +- Run by Nobles workforce, instead of Waders workforce + +**Improves:** Ox Farm, Sheep Farm, Pig Farm + +### Thrinacian Herder +**Rarity:** Rare | **Type:** Religion + +- Ox Farm in range: Belief area effect +1 + +**Improves:** Ox Farm ## Related Buildings -- [Cheese Maker (Albion)](./cheese-maker-albion.md) +- [Earth Oven (Albion)](./earth-oven-albion.md) - Uses Oxen for Roast Beef +- [Saltwort Picker (Albion)](./saltwort-picker-albion.md) - Part of Roast Beef chain +- [Horse Breeder (Albion)](./horse-breeder-albion.md) - Similar Livestock Farm +- [Sheep Farm (Albion)](./sheep-farm-albion.md) - Similar Livestock Farm +- [Pig Farm (Albion)](./pig-farm-albion.md) - Similar Livestock Farm diff --git a/docs/buildings/pig-farm-albion.md b/docs/buildings/pig-farm-albion.md index 80ac27f..c7fc2b8 100644 --- a/docs/buildings/pig-farm-albion.md +++ b/docs/buildings/pig-farm-albion.md @@ -6,21 +6,21 @@ | Field | Value | |-------|-------| -| Category | Animal Farm | +| Category | Livestock Farm | | Region | Albion | -| Required Tier | [Smiths](../population-tiers/smiths.md) | +| Required Tier | [Mercators](../population-tiers/tier-ii.md) | | Cycle Time | 30 seconds | | Dimensions | 3x4 (4x6 with roads) | ## Description -Raises pigs to produce Pork for further processing into leather and sausages. +Raises pigs to produce Pigs for further processing into leather, lard, and other products. The building can be improved with a Silo, which is unlocked by gaining enough Faith with the patron goddess Epona. ## Costs **Build Cost:** 1 Timber, 2 Bricks -**Maintenance:** -6 gold/min, 3 Smiths +**Maintenance:** -6 gold/min, 3 Waders ## Area Effects @@ -32,7 +32,7 @@ Raises pigs to produce Pork for further processing into leather and sausages. **Input:** None -**Output:** [Pork](../goods/pork.md) +**Output:** [Pigs](../goods/pigs.md) ## Placement @@ -41,8 +41,30 @@ Raises pigs to produce Pork for further processing into leather and sausages. | Road Required | Yes | | Warehouse Required | Yes | +## Upgrades + +The building can be upgraded with a **Silo** to improve production. Silos are unlocked by gaining enough Faith with the patron goddess **Epona**. + +## Specialists + +The following specialists can affect this building: + +| Specialist | Rarity | Type | Effect | +|------------|--------|------|--------| +| Pwyll fab Manawydan, Rhiannon's Postilion | Legendary | Civic | Livestock Farms in range: +30% Productivity, Additional 1t Horses every 10 cycles, +1 Prestige area effect | +| Lamellary Armourer | Rare | Military | Armour Chain in range: +20% Productivity | +| Nomadic Herder | Rare | Nature | Livestock Farms in range: -33% Workforce needed, -66% Upkeep cost | +| Caustic Renderer | Common | Nature | Soap Chain in range: +10% Productivity | +| Tawer | Common | Finance | Sandals Chain in range: +10% Productivity | +| Porcine Muckraker | Rare | Finance | Pig Farms in range: +1 Income area effect | +| Cairbre Ui Merchad, Handsome Shepherd | Epic | Economic | Ox Farm, Sheep Farm, Pig Farm in Albion in range: -35% Workforce needed, -80% Upkeep cost, Run by Nobles Workforce instead of Wader Workforce | +| Hosta Vulpius, Silencer of Song | Epic | Civic | Bird Tongues Chain in range: +35% Productivity | + ## Related Buildings - [Pig Farm (Latium)](./pig-farm-latium.md) +- [Ox Farm (Albion)](./ox-farm-albion.md) +- [Sheep Farm (Albion)](./sheep-farm-albion.md) +- [Horse Breeder (Albion)](./horse-breeder-albion.md) - [Tannery (Albion)](./tannery-albion.md) -- [Salsicium (Albion)](./salsicium-albion.md) +- [Renderer (Albion)](./renderer-albion.md) diff --git a/docs/buildings/potter-albion.md b/docs/buildings/potter-albion.md index 613f8b8..e305e3d 100644 --- a/docs/buildings/potter-albion.md +++ b/docs/buildings/potter-albion.md @@ -6,21 +6,21 @@ | Field | Value | |-------|-------| -| Category | Manufactory | +| Category | Victualler | | Region | Albion | -| Required Tier | [Elders](../population-tiers/elders.md) | +| Required Tier | [Mercators](../population-tiers/mercators.md) | | Cycle Time | 60 seconds | | Dimensions | 4x5 (6x7 with roads) | ## Description -Produces Pottery from Clay and Resin, a household item for Celtic population. +Produces Amphorae from Mud and Resin using Charcoal. The building belongs to the Victualler category and requires Mercators population tier. ## Costs **Build Cost:** 2 Timber, 2 Bricks -**Maintenance:** -14 gold/min, 4 Elders +**Maintenance:** -14 gold/min, 4 Mercators ## Attributes @@ -38,9 +38,11 @@ Produces Pottery from Clay and Resin, a household item for Celtic population. ## Production -**Input:** [Clay](../goods/clay.md), [Resin](../goods/resin.md) +**Input:** [Mud](../goods/mud.md), [Resin](../goods/resin.md) -**Output:** [Pottery](../goods/pottery.md) +**Required:** [Charcoal](../goods/charcoal.md) + +**Output:** [Amphorae](../goods/amphorae.md) ## Placement @@ -49,8 +51,23 @@ Produces Pottery from Clay and Resin, a household item for Celtic population. | Road Required | Yes | | Warehouse Required | Yes | +## Specialists + +| Specialist | Rarity | Type | Effect | +|------------|--------|------|--------| +| Handler | Common | Military | Amphorae Chain in range: Productivity +10% | +| Constructivist | Common | Economic | Refineries in range: Workforce needed -25%, Upkeep cost -50% | +| Panoplian Potterer | Rare | Finance | Potter in range: Income area effect +1 | + ## Related Buildings - [Mud Dryer (Albion)](./mud-dryer-albion.md) -- [Resin Tapper (Albion)](./resin-tapper-albion.md) +- [Resin Tapper (Latium)](./resin-tapper-latium.md) - [Potter (Latium)](./potter-latium.md) +- [Brewery (Albion)](./brewery-albion.md) +- [Garum Maker (Latium)](./garum-maker-latium.md) +- [Malthouse (Albion)](./malthouse-albion.md) +- [Olive Press (Latium)](./olive-press-latium.md) +- [Soap Boiler (Latium)](./soap-boiler-latium.md) +- [Winery (Albion)](./winery-albion.md) +- [Winery (Latium)](./winery-latium.md) diff --git a/docs/buildings/reed-collector-albion.md b/docs/buildings/reed-collector-albion.md index b6652ce..a91d7cd 100644 --- a/docs/buildings/reed-collector-albion.md +++ b/docs/buildings/reed-collector-albion.md @@ -36,6 +36,16 @@ Harvests Reeds from marshlands for production of woven shoes and other goods. | Warehouse Required | Yes | | Constraints | Marsh placement required | +## Specialists + +| Specialist | Rarity | Domain | Effect | +|-----------|--------|--------|--------| +| [Gleaner](../specialists/gleaner.md) | Common | Nature | Gatherers in range: Workforce needed -25%, Upkeep cost -50% | +| [Plaiter](../specialists/plaiter.md) | Common | Nature | Reed Shoes Chain in range: Productivity +10% | +| [Axle Wheeler](../specialists/axle-wheeler.md) | Rare | Finance | Chariots Chain in range: Productivity +20% | + ## Related Buildings - [Shoe Weaver (Albion)](./shoe-weaver-albion.md) +- [Chassis Builder (Albion)](./chassis-builder-albion.md) +- [Chariot Workshop (Albion)](./chariot-workshop-albion.md) diff --git a/docs/buildings/renderer-albion.md b/docs/buildings/renderer-albion.md new file mode 100644 index 0000000..70e6633 --- /dev/null +++ b/docs/buildings/renderer-albion.md @@ -0,0 +1,61 @@ +# Renderer (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Extractor | +| Region | Albion | +| Required Tier | [Mercators](../population-tiers/mercators.md) | +| Cycle Time | 60 seconds | +| Dimensions | 3x3 (4x4 with roads) | + +## Description + +Produces Lard from Pigs using Charcoal as fuel. Lard is used in soap production chains and for Bird Tongues in Aspic. + +## Costs + +**Build Cost:** 1 Timber, 2 Bricks + +**Maintenance:** -10 gold/min, 3 Mercators + +## Area Effects + +| Effect | Value | +|--------|-------| +| Happiness | -2 | +| Fire Safety | -2 | + +## Production + +**Input:** [Pigs](../goods/pigs.md) + +**Fuel:** [Charcoal](../goods/coal.md) + +**Output:** [Lard](../goods/lard.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Specialists + +| Name | Rarity | Domain | Effect | +|------|--------|--------|--------| +| Caloric Meter | Rare | Nature | Renderers in range: +1 Health area effect | +| Essentialist | Common | Religion | Extractors in range: -25% Workforce needed, -50% Upkeep cost | +| Caustic Renderer | Common | Nature | Soap Chain in range: +10% Productivity | +| Hosta Vulpius, Silencer of Song | Epic | Civic | Bird Tongues Chain in range: +35% Productivity | + +## Related Buildings + +- [Renderer (Latium)](./renderer-latium.md) +- [Pig Farm (Albion)](./pig-farm-albion.md) +- [Charcoal Burner (Albion)](./charcoal-burner-albion.md) +- [Soap Maker](./soap-maker-latium.md) diff --git a/docs/buildings/repair-crane-albion.md b/docs/buildings/repair-crane-albion.md new file mode 100644 index 0000000..42b657e --- /dev/null +++ b/docs/buildings/repair-crane-albion.md @@ -0,0 +1,63 @@ +# Repair Crane (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Region | Albion | +| Category | Harbour Building | +| Required Tier | [Mercators / Smiths](../population-tiers/tier-iii.md) | +| Dimensions | 5x5 (base), 7x7 (with roads) | + +## Description + +A harbour building that repairs ships docked at your port. Available in the Albion region at the Mercators or Smiths population tier. Requires placement within a Harbour Area and must be unlocked via the skill tree. + +## Costs + +**Build Cost:** 1000 Gold, 20 Timber, 15 Bricks + +**Maintenance:** -26 Gold, -8 Waders + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Harbour Area Required | Yes | +| Skill Tree Unlock | Yes | + +## Production + +**Input:** None + +**Output:** Ship repairs (Service) + +## Specialists + +| Specialist | Rarity | Effects | +|------------|--------|---------| +| [Stalwart Harbourward](../specialists/stalwart-harbourward.md) | Rare | Repair Crane in range: Ship repair speed +25%, Simultaneous repairs +1, Hitpoints +25% | + +## Related Buildings + +Other Harbour Buildings: +- [Repair Crane (Latium)](./repair-crane-latium.md) +- [Pier (Latium)](./pier-latium.md) +- [Depot (Latium)](./depot-latium.md) +- [Depot (Albion)](./depot-albion.md) +- [Trade Wharf (Albion)](./trade-wharf-albion.md) +- [Shipyard (Latium)](./shipyard-latium.md) +- [Shipyard (Albion)](./shipyard-albion.md) + +## Usage Patterns + +Place this building in your harbour area when you need to repair damaged ships. The building provides ship repair services, speeding up fleet maintenance between voyages or after naval combat. + +## Common Pitfalls + +- Requires Harbour Area placement - cannot be built inland +- Must be unlocked via the skill tree before construction +- Waders workforce requirement of 8 workers diff --git a/docs/buildings/residence-albion.md b/docs/buildings/residence-albion.md index 98086c5..539f802 100644 --- a/docs/buildings/residence-albion.md +++ b/docs/buildings/residence-albion.md @@ -12,7 +12,9 @@ ## Description -Celtic residential building that houses population from Waders through Nobles. Upgrades as needs are met. +The standard Residence in the Albion region houses inhabitants of the first population tier: Waders. To build, you need 1 Timber and the building has no maintenance cost. The number of inhabitants and other island attributes can be increased by fulfilling needs or through area effects. Once enough needs are fulfilled, you can upgrade the building to the next tier, which then houses the next population level. + +At the first upgrade, you can choose between the Celtic and Roman paths. The Celtic path houses Smiths and later Elders, while the Roman path houses Mercators and later Nobles. Once you choose a path, the other is temporarily blocked. Only after reaching the highest population tier of the first path will the other path become unlocked again. ## Costs @@ -20,14 +22,31 @@ Celtic residential building that houses population from Waders through Nobles. U **Maintenance:** None (generates tax income) +## Upgrade Paths + +### Celtic Path + +| Upgrade | To Tier | Cost | +|---------|---------|------| +| 1st Celtic Upgrade | Smiths Residence | 1 Timber | +| 2nd Celtic Upgrade | Elders Residence | 1 Timber, 1 Wattle & Daub | + +### Roman Path + +| Upgrade | To Tier | Cost | +|---------|---------|------| +| 1st Roman Upgrade | Mercators Residence | 1 Timber | +| 2nd Roman Upgrade | Nobles Residence | 1 Timber, 1 Tiles | + ## Population Tiers -| Tier | English Name | Population | -|------|--------------|------------| -| Tier I | Waders | Variable | -| Tier II | Smiths | Variable | -| Tier III | Elders | Variable | -| Tier IV | Nobles | Variable | +| Tier | Path | English Name | Notes | +|------|------|--------------|-------| +| Tier I | Both | Waders | Starting tier | +| Tier II | Celtic | Smiths | First Celtic upgrade | +| Tier II | Roman | Mercators | First Roman upgrade | +| Tier III | Celtic | Elders | Second Celtic upgrade | +| Tier III | Roman | Nobles | Second Roman upgrade | ## Placement @@ -38,7 +57,9 @@ Celtic residential building that houses population from Waders through Nobles. U ## Notes -Celtic residences can house either Celtic or Romanized population depending on the cultural buildings in range. +- Celtic residences can house either Celtic or Romanized population depending on the cultural buildings in range. +- When you choose one upgrade path (Celtic or Roman), the other is blocked until you reach the highest tier on your chosen path. +- Population and other island attributes can be boosted through area effects from nearby public buildings. ## Related Buildings diff --git a/docs/buildings/resin-trapper-albion.md b/docs/buildings/resin-trapper-albion.md new file mode 100644 index 0000000..01bc7c0 --- /dev/null +++ b/docs/buildings/resin-trapper-albion.md @@ -0,0 +1,61 @@ +# Resin Trapper (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Forest Camp | +| Region | Albion | +| Required Tier | [Mercators](../population-tiers/mercators.md) | +| Cycle Time | 60 seconds | +| Dimensions | 5x5 (7x7 with roads) | + +## Description + +Extracts Resin from trees in forested areas. Requires deposit and forest placement. + +## Costs + +**Build Cost:** 2 Timber, 2 Bricks + +**Maintenance:** -8 gold/min, 3 Mercators + +## Production + +**Input:** None + +**Output:** [Resin](../goods/resin.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | +| Constraints | Forest placement required, Deposit required | + +## Specialists + +The following specialists can improve this building: + +### Handler (Common, Military) +- Amphorae Chain in range: Productivity +10% +- Also improves: Resin Trapper, Clay Pit, Mud Drier, Potter + +### Capillary Coiffurist (Rare, Civic) +- Wigs Chain in range: Productivity +20% +- Also improves: Flax Farm, Headpiece Maker, Resin Trapper, Wig Maker, Horse Breeder + +### Sceilg, Eremitic Reductionist (Legendary, Economic) +- Forest Camps in range: Productivity +30%, Required area -30%, Additional 1t every 10 cycles +- Legendary Bonus: Have less than 2,000 residents on your island +- Also improves: Resin Trapper, Woodcutter, Charcoal Burner, Sandarac Nursery + +## Related Buildings + +- [Resin Tapper (Latium)](./resin-tapper-latium.md) +- [Woodcutter (Albion)](./woodcutter-albion.md) +- [Charcoal Burner (Albion)](./charcoal-burner-albion.md) +- [Potter (Albion)](./potter-albion.md) diff --git a/docs/buildings/ropemaker-albion.md b/docs/buildings/ropemaker-albion.md new file mode 100644 index 0000000..85a0279 --- /dev/null +++ b/docs/buildings/ropemaker-albion.md @@ -0,0 +1,64 @@ +# Ropemaker (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Production / Upholsterer | +| Region | Albion | +| Required Tier | [Tier III - Smiths](../population-tiers/tier-iii.md) | +| Cycle Time | 2:00 | +| Dimensions | 4x8 (base), 6x11 (with area) | + +## Description + +Produces Ropes from Hemp. Part of the Upholsterer category of buildings. Available in the Albion region when Smiths population tier is unlocked. + +## Costs + +**Build Cost:** 2 Timber, 3 Bricks + +**Maintenance:** -10 gold/min, 5 Waders workers + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | +| Constraints | None | + +## Production + +**Input:** [Hemp](../goods/hemp.md) + +**Output:** [Ropes](../goods/ropes.md) + +## Specialists + +| Specialist | Rarity | Type | Effect | +|------------|--------|------|--------| +| [Twiner](../specialists/twiner.md) | Common | Economic | Ropemaker and Ropes Chain in range: Productivity +10% | + +## Related Buildings + +Other Upholsterer buildings: +- [Tannery (Albion)](./tannery-albion.md) +- [Tannery (Latium)](./tannery-latium.md) +- [Hairnet Weaver (Albion)](./hairnet-weaver-albion.md) +- [Upholsterer (Latium)](./upholsterer-latium.md) +- [String Maker (Latium)](./string-maker-latium.md) +- [Sailmaker (Albion)](./sailmaker-albion.md) +- [Sailmaker (Latium)](./sailmaker-latium.md) +- [Ropemaker (Latium)](./ropemaker-latium.md) +- [Weaver (Latium)](./weaver-latium.md) + +## Usage Patterns + +Place near Hemp Farms to reduce hauling time. Consider placing the Twiner specialist to boost productivity. + +## Common Pitfalls + +Long processing time (2 minutes) means multiple Ropemakers may be needed for high rope demand. diff --git a/docs/buildings/sacred-grove-albion.md b/docs/buildings/sacred-grove-albion.md new file mode 100644 index 0000000..3fd4dca --- /dev/null +++ b/docs/buildings/sacred-grove-albion.md @@ -0,0 +1,86 @@ +# Sacred Grove (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Monument | +| Region | Albion | +| Required Tier | [Elders](../population-tiers/elders.md) | +| Dimensions | 12x20 (17x28 with roads) | + +## Description + +A sacred Celtic grove providing Knowledge and Prestige bonuses to surrounding residences. This marvel represents the spiritual heart of Albion settlements. + +## Costs + +**Build Cost:** 20000 Gold, 5 Timber, 25 Wattle, 25 Granite + +**Maintenance:** -80 gold/min + +## Area Effects + +| Effect | Value | +|--------|-------| +| Knowledge | +3 | +| Prestige | +4 | + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | + +## Specialists + +The following specialists can be assigned to improve this building: + +### Aisling, Ollamh of Shadow +**Rarity:** Epic | **Type:** Culture Specialist + +*Affects residences in range:* +| Effect | Value | +|--------|-------| +| Happiness from Sacred Grove (if supplied) | +2 | +| Knowledge from Sacred Grove (if supplied) | +1 | + +### Flesc Mac Nechdainn, Well of Wisdom +**Rarity:** Legendary | **Type:** Research Specialist + +*Affects marvels in range:* +| Effect | Value | +|--------|-------| +| Water consumption | -50% | +| Knowledge | +100 | +| Upkeep cost | -30% | + +**Legendary Bonus:** Generate at least 800 Fire Safety on your island. + +*Also improves:* Amphitheatre, Baths, Forum, Barrow, Temple + +### Pericles, Brother of Heracles +**Rarity:** Legendary | **Type:** Civic Specialist + +*Affects marvels in range:* +| Effect | Value | +|--------|-------| +| Fire Safety area effect | -1 | +| Prestige area effect | +3 | +| Epidemic immunity | Yes | +| Plague immunity | Yes | + +**Legendary Bonus:** Have an Amphitheatre on your island. + +*Also improves:* Amphitheatre, Baths, Forum, Barrow, Temple + +## Related Buildings + +- [Baths (Albion)](./baths-albion.md) +- [Baths (Latium)](./baths-latium.md) +- [Amphitheater (Latium)](./amphitheater-latium.md) +- [Forum (Latium)](./forum-latium.md) +- [Barrow (Albion)](./barrow-albion.md) +- [Temple (Albion)](./temple-albion.md) diff --git a/docs/buildings/sailmaker-albion.md b/docs/buildings/sailmaker-albion.md new file mode 100644 index 0000000..ab29af1 --- /dev/null +++ b/docs/buildings/sailmaker-albion.md @@ -0,0 +1,60 @@ +# Sailmaker (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Production / Upholsterer | +| Region | Albion | +| Required Tier | [Mercators](../population-tiers/tier-iii.md) / [Smiths](../population-tiers/tier-iii.md) | +| Cycle Time | 1:30 | +| Dimensions | 5x6 (base) / 7x8 (with fields) | + +## Description + +Produces Sails from Wool; belongs to the Upholsterer category of buildings. + +## Costs + +**Build Cost:** 2 Planks, 4 Bricks + +**Maintenance:** -12 gold/min, 6 Waders workers + +## Production + +**Input:** Wool (from [Sheep Farm](./sheep-farm-albion.md)) + +**Output:** [Sails](../goods/sails.md) + +## Specialists + +| Name | Rarity | Type | Effect | +|------|--------|------|--------| +| [Sailer](../specialists/sailer.md) | Common | Economic | Sailmaker and Sails Chain in range: Productivity +10% | + +## Related Buildings + +Other Upholsterer buildings: +- Tannery (Albion) +- Tannery (Latium) +- Hairnet Weaver (Albion) +- Upholsterer (Latium) +- String Maker (Latium) +- [Sailmaker (Latium)](./sailmaker-latium.md) +- Ropemaker (Albion) +- Ropemaker (Latium) +- Weaver (Latium) + +## Production Chain + +Sheep Farm -> Sailmaker -> Sails + +## Usage Patterns + +Place within range of Sheep Farms to minimize transport times. The Sailer specialist can boost productivity when placed in range. + +## Common Pitfalls + +Ensure adequate Wool supply before building multiple Sailmakers. diff --git a/docs/buildings/salsicium-albion.md b/docs/buildings/salsicium-albion.md new file mode 100644 index 0000000..25d7797 --- /dev/null +++ b/docs/buildings/salsicium-albion.md @@ -0,0 +1,73 @@ +# Salsicium (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Kitchen | +| Region | Albion | +| Required Tier | [Mercators](../population-tiers/mercators.md) | +| Cycle Time | 60 seconds | +| Dimensions | 4x4 (6x6 with roads) | + +## Description + +Produces Sausages from Herbs and Pigs, requiring Charcoal as fuel. A food product for the Celtic population. + +## Costs + +**Build Cost:** 1 Timber, 2 Bricks + +**Maintenance:** -14 gold/min, 4 Mercators + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +2 | +| Happiness | +1 | + +## Area Effects + +| Effect | Value | +|--------|-------| +| Population | +1 | +| Income | +1 | +| Fire Safety | -2 | + +## Production + +**Input:** [Herbs](../goods/herbs.md), [Pigs](../goods/pigs.md), [Charcoal](../goods/charcoal.md) + +**Output:** [Sausages](../goods/sausages.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Production Chain + +[Sausages Chain](../production-chains/sausages.md) + +## Specialists + +| Name | Rarity | Domain | Effect | +|------|--------|--------|--------| +| Apion Mochthos Apicius, of Apeiron Appetite | Epic | Culture | Kitchens in range: +25% Productivity, +1 Happiness area effect | +| Boar Whisperer | Epic | Culture | Sausages Chain in range: +35% Productivity | +| Hestian Culinarian | Rare | Economic | Kitchens in range: -33% Workforce needed, -66% Upkeep cost | +| Magnus Bantius the Deipnosophist | Epic | Research | Kitchens in range: +1.5 Knowledge area effect | +| Prodigious Stuffer | Rare | Religion | Salsicium in range: +1 Belief area effect | + +## Related Buildings + +- [Herb Garden (Albion)](./herb-garden-albion.md) +- [Pig Farm (Albion)](./pig-farm-albion.md) +- [Charcoal Burner (Albion)](./charcoal-burner-albion.md) +- [Bakery (Albion)](./bakery-albion.md) +- [Cheese Maker (Albion)](./cheese-maker-albion.md) diff --git a/docs/buildings/saltwort-burner-albion.md b/docs/buildings/saltwort-burner-albion.md new file mode 100644 index 0000000..b3ca102 --- /dev/null +++ b/docs/buildings/saltwort-burner-albion.md @@ -0,0 +1,50 @@ +# Saltwort Burner (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Extractor | +| Region | Albion | +| Required Tier | [Elders](../population-tiers/elders.md) | +| Cycle Time | 60 seconds | +| Dimensions | 3x4 (4x6 with roads) | + +## Description + +Extracts Brine from Saltwort using Charcoal as fuel. Part of the salt production chain in Albion. + +## Costs + +**Build Cost:** 1 Timber, 2 Wattle & Daub, 1 Granite + +**Maintenance:** -10 gold/min, 6 Elders + +## Production + +**Input:** [Saltwort](../goods/saltwort.md), [Charcoal](../goods/charcoal.md) + +**Output:** [Brine](../goods/brine.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Specialists + +| Specialist | Rarity | Type | Effect | +|------------|--------|------|--------| +| [Essentialist](../specialists/essentialist.md) | Common | Religion | Extractors in range: Workforce needed -25%, Upkeep cost -50% | +| [Snappy Snaremaker](../specialists/snappy-snaremaker.md) | Rare | Culture | Fur Hats Chain in range: Productivity +20% | +| [Alberon, Notorious Liar](../specialists/alberon-notorious-liar.md) | Epic | Research | Saltwort Burners in range: Knowledge area effect +1.5 | + +## Related Buildings + +- [Saltwort Picker (Albion)](./saltwort-picker-albion.md) +- [Renderer (Albion)](./renderer-albion.md) +- [Salt Gardens (Latium)](./salt-gardens-latium.md) diff --git a/docs/buildings/saltwort-picker-albion.md b/docs/buildings/saltwort-picker-albion.md new file mode 100644 index 0000000..ec49e5b --- /dev/null +++ b/docs/buildings/saltwort-picker-albion.md @@ -0,0 +1,54 @@ +# Saltwort Picker (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Gatherer | +| Region | Albion | +| Required Tier | [Elders](../population-tiers/elders.md) | +| Cycle Time | 1:30 (90 seconds) | +| Dimensions | 4x8 (5x11 with roads) | + +## Description + +Coastal gathering building that harvests Saltwort from fertile harbour areas. Saltwort is used in the production of Brine at the Saltwort Burner. + +## Costs + +**Build Cost:** 1 Timber, 1 Wattle & Daub, 1 Granite + +**Maintenance:** -8 gold/min, 3 Waders + +## Production + +**Input:** None + +**Output:** [Saltwort](../goods/saltwort.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | +| Constraints | Harbour Area, Fertility required | + +## Specialists + +| Specialist | Rarity | Type | Effects | +|------------|--------|------|---------| +| [Servia Bellia, Lily of the Coast](../specialists/servia-bellia-lily-of-the-coast.md) | Epic | Finance | Coastal Factories in range: Productivity +25%, Income area effect +1 | +| [Gleaner](../specialists/gleaner.md) | Common | Nature | Gatherers in range: Workforce needed -25%, Upkeep cost -50% | +| [Prefect of Ochsen](../specialists/prefect-of-ochsen.md) | Rare | Economic | Roast Beef Chain in range: Productivity +20% | +| [Snappy Snaremaker](../specialists/snappy-snaremaker.md) | Rare | Culture | Fur Hats Chain in range: Productivity +20% | +| [Renavigator](../specialists/renavigator.md) | Common | Economic | Cockle Picker, Saltwort Picker in range: Workforce needed -25%, Run by Mercators Workforce instead of Wader Workforce | + +## Related Buildings + +- [Saltwort Burner (Albion)](./saltwort-burner-albion.md) - Uses Saltwort to produce Brine +- [Cockle Picker (Albion)](./cockle-picker-albion.md) - Another coastal gathering building +- [Beekeeper (Albion)](./beekeeper-albion.md) - Also affected by Gleaner specialist +- [Reed Collector (Albion)](./reed-collector-albion.md) - Also affected by Gleaner specialist diff --git a/docs/buildings/sawmill-latium.md b/docs/buildings/sawmill-latium.md new file mode 100644 index 0000000..adb3894 --- /dev/null +++ b/docs/buildings/sawmill-latium.md @@ -0,0 +1,41 @@ +# Sawmill (Latium) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Region | Latium | +| Category | Refinery | +| Required Tier | Liberti | +| Cycle Time | 30 seconds | +| Dimensions | 4x6 (6x8 with rotation) | + +## Description + +Converts Wood into Timber planks. This is the Latium region variant of the Sawmill. + +## Costs + +**Build Cost:** 250 gold + +**Maintenance:** -8 gold/min, -4 Liberti + +## Production + +**Input:** Wood + +**Output:** [Timber](../goods/timber.md) + +## Production Chain + +[Timber Chain](../production-chains/timber.md) + +## Usage Patterns + +Pair 1:1 with Woodcutter Huts (matching 30s cycles). + +## Related Buildings + +- [Sawmill (Albion)](./sawmill-albion.md) - Albion variant diff --git a/docs/buildings/sheep-farm-albion.md b/docs/buildings/sheep-farm-albion.md index 360e0ca..1a13025 100644 --- a/docs/buildings/sheep-farm-albion.md +++ b/docs/buildings/sheep-farm-albion.md @@ -6,7 +6,7 @@ | Field | Value | |-------|-------| -| Category | Animal Farm | +| Category | Livestock Farm | | Region | Albion | | Required Tier | [Smiths](../population-tiers/smiths.md) | | Cycle Time | 30 seconds | @@ -14,19 +14,19 @@ ## Description -Raises sheep to produce Wool for further processing into Celtic clothing. +Raises sheep to produce Sheep (wool) for further processing into Celtic clothing. The building can be enhanced with a Silo, which is unlocked through faith in the patron goddess Epona. ## Costs **Build Cost:** 2 Timber -**Maintenance:** -4 gold/min, 3 Smiths +**Maintenance:** -4 gold/min, 3 Waders workforce ## Production **Input:** None -**Output:** [Wool](../goods/wool.md) +**Output:** [Sheep](../goods/sheep.md) ## Placement @@ -35,8 +35,31 @@ Raises sheep to produce Wool for further processing into Celtic clothing. | Road Required | Yes | | Warehouse Required | Yes | +## Specialists + +| Specialist | Rarity | Type | Effect | +|------------|--------|------|--------| +| [Nomadic Herder](../specialists/nomadic-herder.md) | Rare | Nature | Livestock Farms in range: Workforce needed -33%, Upkeep cost -66% | +| [Prime Mantler](../specialists/prime-mantler.md) | Rare | Nature | Cloaks Chain in range: Productivity +20% | +| [Cairbre Ui Merchad, Pretty Shepherd](../specialists/cairbre-ui-merchad.md) | Epic | Economic | Ox Farm, Sheep Farm, Pig Farm in Albion in range: Workforce needed -35%, Upkeep cost -80%, Run by Nobles Workforce instead of Wader Workforce | +| [Madaidhin, Wooly Comber](../specialists/madaidhin-wooly-comber.md) | Epic | Finance | Sheep Farm in range: Income area effect +1.5 | +| [Maxima Cottius, Upholsterer of Atlas](../specialists/maxima-cottius.md) | Epic | Culture | Loungers Chain in range: Productivity +35% | +| [Pwyll fab Manawydan, Rhiannon's Postilion](../specialists/pwyll-fab-manawydan.md) | Legendary | Civic | Livestock Farms in range: Productivity +30%, Additional 1t Horses every 10 cycles, Prestige area effect +1. Legendary Bonus: Generate at least 800 Happiness. | +| [Fideus, Loyal Hound](../specialists/fideus-loyal-hound.md) | Epic | Economic | Sheep Farm in range: Productivity +35%, Additional 1t every 10 cycles, Workforce needed -50% | +| [The Aeolian Modist](../specialists/aeolian-modist.md) | Epic | Religion | Lyres Chain in range: Productivity +35% | + ## Related Buildings - [Sheep Farm (Latium)](./sheep-farm-latium.md) -- [Woad Plant (Albion)](./woad-plant-albion.md) +- [Ox Farm (Albion)](./ox-farm-albion.md) +- [Horse Breeder (Albion)](./horse-breeder-albion.md) +- [Pig Farm (Albion)](./pig-farm-albion.md) +- [Birrus Stitcher (Albion)](./birrus-stitcher-albion.md) - [Trouser Maker (Albion)](./trouser-maker-albion.md) + +## Production Chains + +Sheep from this farm are used in: +- **Cloaks Chain:** Sheep Farm -> [Birrus Stitcher](./birrus-stitcher-albion.md) +- **Lyres Chain:** Sheep Farm -> [Stringer](./stringer-latium.md) +- **Loungers Chain:** Sheep Farm -> [Cushion Stuffer](./cushion-stuffer-latium.md) diff --git a/docs/buildings/shell-gatherer-albion.md b/docs/buildings/shell-gatherer-albion.md new file mode 100644 index 0000000..8419d3f --- /dev/null +++ b/docs/buildings/shell-gatherer-albion.md @@ -0,0 +1,52 @@ +# Shell Gatherer (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Gatherer | +| Region | Albion | +| Required Tier | [Nobles](../population-tiers/nobles.md) | +| Cycle Time | 45 seconds | +| Dimensions | 6x9 (8x13 with roads) | + +## Description + +Coastal gatherer producing Scallop Shells for luxury goods production. Part of the Mirrors production chain. + +## Costs + +**Build Cost:** 2 Timber, 2 Bricks, 3 Concrete + +**Maintenance:** -20 gold/min, 10 Nobles + +## Production + +**Input:** None + +**Output:** [Scallop Shells](../goods/scallop-shells.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | +| Constraints | Harbour Area, Population required | + +## Specialists + +| Specialist | Rarity | Type | Effects | +|------------|--------|------|---------| +| [Servia Bellia, Lily of the Coast](../specialists/servia-bellia-lily-of-the-coast.md) | Epic | Finance | Coastal Factories: +25% Productivity, +1 Income area effect | +| [Gleaner](../specialists/gleaner.md) | Common | Nature | Gatherers: -25% Workforce needed, -50% Upkeep cost | +| [Marix, Who Knows The Merrows](../specialists/marix-who-knows-the-merrows.md) | Epic | Research | Mirrors Chain: +35% Productivity | + +## Related Buildings + +- [Narcissium (Albion)](./narcissium-albion.md) +- [Beekeeper (Albion)](./beekeeper-albion.md) +- [Saltwort Picker (Albion)](./saltwort-picker-albion.md) +- [Reed Collector (Albion)](./reed-collector-albion.md) diff --git a/docs/buildings/shield-beater-albion.md b/docs/buildings/shield-beater-albion.md index 52488f4..360a446 100644 --- a/docs/buildings/shield-beater-albion.md +++ b/docs/buildings/shield-beater-albion.md @@ -9,16 +9,16 @@ | Category | Workshop | | Region | Albion | | Required Tier | [Smiths](../population-tiers/smiths.md) | -| Cycle Time | 90 seconds | +| Cycle Time | 90 seconds (1:30) | | Dimensions | 4x4 (5x5 with roads) | ## Description -Produces Celtic Shields from Bronze. +Produces Ceremonial Shields from Bronze and Woad. Part of the Clan Shields production chain for Albion. ## Costs -**Build Cost:** 2 Timber, 3 Bricks +**Build Cost:** 2 Timber, 3 Wattle **Maintenance:** -14 gold/min, 4 Smiths @@ -33,14 +33,14 @@ Produces Celtic Shields from Bronze. | Effect | Value | |--------|-------| -| Happiness | +1 | +| Belief | +1 | | Prestige | +1 | ## Production -**Input:** [Bronze](../goods/bronze.md) +**Input:** [Bronze](../goods/bronze.md), [Woad](../goods/woad.md) -**Output:** [Shields](../goods/shields.md) +**Output:** [Ceremonial Shields](../goods/ceremonial-shields.md) ## Placement @@ -49,6 +49,31 @@ Produces Celtic Shields from Bronze. | Road Required | Yes | | Warehouse Required | Yes | +## Specialists + +### Exuperata, Popular Assemblist +- **Rarity:** Epic +- **Type:** Economic +- **Effect:** Workshops in range: Workforce needed -40%, Upkeep cost -80% +- **Improves:** Chair Maker, Luthier, Shield Beater, Tabulus, Gilder, Chariot Workshop + +### Moccix, Escutcheological Herald +- **Rarity:** Epic +- **Type:** Civic +- **Effect:** Shield Beater in range: Prestige area effect +1.5 +- **Improves:** Shield Beater + +### Pragmatic Aegis +- **Rarity:** Rare +- **Type:** Civic +- **Effect:** Clan Shields Chain in range: Productivity +20% +- **Improves:** Bronze Smelter, Woad Plant, Copper Mine, Shield Beater, Tin Mine + ## Related Buildings - [Bronze Smelter (Albion)](./bronze-smelter-albion.md) +- [Woad Plant (Albion)](./woad-plant-albion.md) +- [Copper Mine (Albion)](./copper-mine-albion.md) +- [Tin Mine (Albion)](./tin-mine-albion.md) +- [Chassis Builder (Albion)](./chassis-builder-albion.md) +- [Chariot Workshop (Albion)](./chariot-workshop-albion.md) diff --git a/docs/buildings/shipyard-albion.md b/docs/buildings/shipyard-albion.md new file mode 100644 index 0000000..6d2b286 --- /dev/null +++ b/docs/buildings/shipyard-albion.md @@ -0,0 +1,63 @@ +# Shipyard (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Region | Albion | +| Category | Harbour Building | +| Required Tier | [Mercators (Tier III)](../population-tiers/tier-iii.md), [Smiths (Tier II)](../population-tiers/tier-ii.md) | +| Dimensions | 8x12 (base), 9x17 (with roads) | + +## Description + +A harbour building that constructs ships for your naval fleet in Albion. Must be placed in a harbour area and becomes available at the Mercators or Smiths population tier. + +## Costs + +**Build Cost:** 1000 Gold, 15 Timber, 5 Bricks + +**Maintenance:** -16 Gold, -10 Waders + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | +| Harbour Area | Required | + +## Production + +**Input:** Ship construction resources (varies by ship type) + +**Output:** Ships (Naval construction) + +## Specialists + +| Specialist | Rarity | Type | Effects | +|------------|--------|------|---------| +| [Herius Asina Restitutus, Intraempire Internuncio](../specialists/herius-asina-restitutus-intraempire-internuncio.md) | Legendary | Economic | Shipyards in range: Ship construction speed -25%, Ship building cost -25%, Knowledge area effect +1.5. Legendary Bonus: More than 20 ships must have traded in your port. | + +## Related Buildings + +Other Harbour Buildings: +- [Pier (Latium)](./pier-latium.md) +- [Depot (Albion)](./depot-albion.md) +- [Depot (Latium)](./depot-latium.md) +- [Trading Quay (Albion)](./trading-quay-albion.md) +- [Repair Crane (Albion)](./repair-crane-albion.md) +- [Repair Crane (Latium)](./repair-crane-latium.md) +- [Shipyard (Latium)](./shipyard-latium.md) + +## Usage Patterns + +Place this building in your harbour area when you need to construct ships for trade or military purposes. The shipyard is essential for expanding your naval capabilities in Albion. + +## Common Pitfalls + +- Requires harbour area placement - cannot be built inland +- Large footprint of 8x12 tiles requires significant harbour space +- Maintenance cost requires 10 Waders workforce diff --git a/docs/buildings/shoe-weaver-albion.md b/docs/buildings/shoe-weaver-albion.md index 57b8c2d..fcdcdee 100644 --- a/docs/buildings/shoe-weaver-albion.md +++ b/docs/buildings/shoe-weaver-albion.md @@ -48,6 +48,20 @@ Produces Woven Shoes from Reeds, a basic footwear item for Celtic population. | Road Required | Yes | | Warehouse Required | Yes | +## Specialists + +| Specialist | Rarity | Domain | Effect | +|------------|--------|--------|--------| +| Reedwainer | Common | Finance | Shoe Weaver in range: Income area effect +0.5 | +| Measurer | Common | Finance | Clothiers in range: Workforce needed -25%, Upkeep cost -50% | +| Brian na gCapallin, Scathing Satirist | Epic | Civic | Clothiers in range: Prestige area effect +1.5 | +| Plaiter | Common | Nature | Reed Shoes Chain in range: Productivity +10% | + ## Related Buildings - [Reed Collector (Albion)](./reed-collector-albion.md) +- [Birrus Stitcher (Albion)](./birrus-stitcher-albion.md) +- [Hosier (Albion)](./trouser-maker-albion.md) +- [Sandal Maker (Latium)](./sandal-maker-latium.md) +- [Spinner (Albion)](./spinner-albion.md) +- [Loom Weavery (Latium)](./loom-weavery-latium.md) diff --git a/docs/buildings/shrine-of-mercury-lugus-albion.md b/docs/buildings/shrine-of-mercury-lugus-albion.md new file mode 100644 index 0000000..f0814d8 --- /dev/null +++ b/docs/buildings/shrine-of-mercury-lugus-albion.md @@ -0,0 +1,69 @@ +# Shrine of Mercury-Lugus (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Region | Albion | +| Category | Shrine | +| Required Tier | [Nobles](../population-tiers/tier-iv.md) | +| Dimensions | 3x3 (base), 4x4 (with roads) | +| Unlock Condition | Enough Faith | + +## Description + +Religious shrine dedicated to Mercury-Lugus, a syncretic deity combining the Roman god Mercury (god of commerce, communication, and travelers) with the Celtic god Lugus. Provides faith area effects to nearby residences. + +## Costs + +**Build Cost:** 100 gold, 5 Concrete + +**Maintenance:** -16 gold + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Unknown | +| Warehouse Required | Unknown | + +## Production + +**Input:** None + +**Output:** None (Service building) + +## Area Effects + +| Effect | Value | +|--------|-------| +| Faith | +2 | + +## Specialists + +| Specialist | Effects | +|------------|---------| +| Brian of the Many Blessings | Shrines in range: +0.5 Happiness area effect, +0.5 Health area effect, +0.5 Fire Safety area effect, -25% Upkeep cost. Legendary bonus: Follows the correct amount of gods. | + +## Related Buildings + +Other Shrines (Albion): +- [Shrine of Ceres (Albion)](./shrine-of-ceres-albion.md) +- [Shrine of Cernunnos (Albion)](./shrine-of-cernunnos-albion.md) +- [Shrine of Epona (Albion)](./shrine-of-epona-albion.md) +- [Shrine of Mars (Albion)](./shrine-of-mars-albion.md) +- [Shrine of Minerva (Albion)](./shrine-of-minerva-albion.md) +- [Shrine of Neptune (Albion)](./shrine-of-neptune-albion.md) + +Latium Variant: +- [Shrine of Mercury-Lugus (Latium)](./shrine-of-mercury-lugus-latium.md) + +## Usage Patterns + +Place near residential areas to provide faith bonuses. + +## Common Pitfalls + +Requires faith unlock before construction. diff --git a/docs/buildings/shrine-of-minerva-albion.md b/docs/buildings/shrine-of-minerva-albion.md new file mode 100644 index 0000000..c2d6ed3 --- /dev/null +++ b/docs/buildings/shrine-of-minerva-albion.md @@ -0,0 +1,68 @@ +# Shrine of Minerva (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Region | Albion | +| Category | Shrine | +| Required Tier | [Nobles](../population-tiers/tier-iv.md) | +| Dimensions | 3x3 (base), 4x4 (with roads) | +| Unlock Condition | Enough Faith | + +## Description + +Religious shrine dedicated to the goddess Minerva, providing knowledge and prestige area effects in Albion. + +## Costs + +**Build Cost:** 100 gold, 5 Concrete + +**Maintenance:** -16 gold + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Unknown | +| Warehouse Required | Unknown | + +## Production + +**Input:** None + +**Output:** None (Service building) + +## Area Effects + +| Effect | Value | +|--------|-------| +| Knowledge | +1 | +| Prestige | +1 | + +## Specialists + +| Specialist | Effects | +|------------|---------| +| Brian of the Many Blessings | Shrines in range: +0.5 Happiness, +0.5 Health, +0.5 Fire Safety area effects, -25% maintenance. Legendary bonus: Follows the correct amount of gods. | + +## Related Buildings + +Other Shrines: +- [Shrine of Ceres (Albion)](./shrine-of-ceres-albion.md) +- [Shrine of Cernunnos (Albion)](./shrine-of-cernunnos-albion.md) +- [Shrine of Epona (Albion)](./shrine-of-epona-albion.md) +- [Shrine of Mars (Albion)](./shrine-of-mars-albion.md) +- [Shrine of Mercury-Lugus (Albion)](./shrine-of-mercury-lugus-albion.md) +- [Shrine of Minerva (Latium)](./shrine-of-minerva-latium.md) +- [Shrine of Neptune (Albion)](./shrine-of-neptune-albion.md) + +## Usage Patterns + +Place near residential areas to provide knowledge and prestige bonuses. + +## Common Pitfalls + +Requires faith unlock before construction. diff --git a/docs/buildings/shrine-of-neptune-albion.md b/docs/buildings/shrine-of-neptune-albion.md new file mode 100644 index 0000000..2afac7e --- /dev/null +++ b/docs/buildings/shrine-of-neptune-albion.md @@ -0,0 +1,68 @@ +# Shrine of Neptune (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Region | Albion | +| Category | Shrine | +| Required Tier | [Nobles](../population-tiers/tier-iv.md) | +| Dimensions | 3x3 (base), 4x4 (with roads) | +| Unlock Condition | Enough Faith | + +## Description + +Religious shrine dedicated to the Roman god Neptune, providing faith and fire safety area effects in the Albion region. + +## Costs + +**Build Cost:** 100 gold, 5 Concrete + +**Maintenance:** -16 gold + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Unknown | +| Warehouse Required | Unknown | + +## Production + +**Input:** None + +**Output:** None (Service building) + +## Area Effects + +| Effect | Value | +|--------|-------| +| Faith | +1 | +| Fire Safety | +1 | + +## Specialists + +| Specialist | Effects | +|------------|---------| +| Brian of the Many Blessings | Shrines in range: +0.5 Happiness, +0.5 Health, +0.5 Fire Safety area effects, -25% maintenance. Legendary bonus: Follows the correct amount of gods. | + +## Related Buildings + +Other Shrines: +- [Shrine of Ceres (Albion)](./shrine-of-ceres-albion.md) +- [Shrine of Cernunnos (Albion)](./shrine-of-cernunnos-albion.md) +- [Shrine of Epona (Albion)](./shrine-of-epona-albion.md) +- [Shrine of Mars (Albion)](./shrine-of-mars-albion.md) +- [Shrine of Mercury-Lugus (Albion)](./shrine-of-mercury-lugus-albion.md) +- [Shrine of Minerva (Albion)](./shrine-of-minerva-albion.md) +- [Shrine of Neptune (Latium)](./shrine-of-neptune-latium.md) + +## Usage Patterns + +Place near residential areas to provide faith and fire safety bonuses. + +## Common Pitfalls + +Requires faith unlock before construction. diff --git a/docs/buildings/siege-workshop-albion.md b/docs/buildings/siege-workshop-albion.md new file mode 100644 index 0000000..8c0a219 --- /dev/null +++ b/docs/buildings/siege-workshop-albion.md @@ -0,0 +1,62 @@ +# Siege Workshop (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Region | Albion | +| Category | Recruitment Building | +| Required Tier | [Nobles (Tier IV)](../population-tiers/tier-iv.md) | +| Dimensions | Unknown | + +## Description + +A military recruitment building that trains siege units for your army. Available in the Albion region at the Nobles population tier. + +## Costs + +**Build Cost:** 2500 Gold, 5 Timber, 5 Bricks, 5 Concrete + +**Maintenance:** -26 Gold, -20 Nobles + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Production + +**Input:** None + +**Output:** Siege units (Military recruitment) + +## Specialists + +| Specialist | Rarity | Type | Effects | +|------------|--------|------|---------| +| Enlister | Common | Military | Recruitment Building in range: Troop recruitment speed +50% | +| Adroit Assembler | Rare | Military | Siege Workshop in range: Troop recruitment speed +100%, Troop recruitment cost -20% | +| Hasdrubal, Pedagogic Authority | Epic | Military | Recruitment Building in range: Troop recruitment speed +100%, Troop recruitment cost -25%, Hitpoints +25% | + +## Related Buildings + +Other Recruitment Buildings: +- [Siege Workshop (Latium)](./siege-workshop-latium.md) +- [Campus Equitum (Latium)](./campus-equitum-latium.md) +- [Campus Equitum (Albion)](./campus-equitum-albion.md) +- [Barracks (Latium)](./barracks-latium.md) +- [Barracks (Albion)](./barracks-albion.md) + +## Usage Patterns + +Place this building when you need to recruit siege units for military campaigns in Albion. Requires Nobles-tier population and substantial construction resources including Concrete. + +## Common Pitfalls + +- High maintenance cost of 20 Nobles workforce +- Requires Concrete which is an advanced building material +- Unlocked later than the Latium version (Nobles tier vs Equites tier) diff --git a/docs/buildings/silver-forge-albion.md b/docs/buildings/silver-forge-albion.md new file mode 100644 index 0000000..93a823c --- /dev/null +++ b/docs/buildings/silver-forge-albion.md @@ -0,0 +1,65 @@ +# Silver Forge (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Smelter | +| Region | Albion | +| Required Tier | [Mercators](../population-tiers/mercators.md) | +| Cycle Time | 60 seconds | +| Dimensions | 5x5 (7x7 with roads) | + +## Description + +Smelts Silver Ore into Silver using Charcoal as fuel. Silver is used for producing brooches and hand mirrors. + +## Costs + +**Build Cost:** 1 Timber, 3 Bricks + +**Maintenance:** -8 gold/min, 5 Mercators + +## Area Effects + +| Effect | Value | +|--------|-------| +| Fire Safety | -2 | + +## Production + +**Input:** [Silver Ore](../goods/silver-ore.md), [Charcoal](../goods/charcoal.md) (fuel) + +**Output:** [Silver](../goods/silver.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Specialists + +| Name | Rarity | Type | Effects | +|------|--------|------|---------| +| Saturnine Smelter | Rare | Religion | Brooches Chain: Productivity +20% | +| Favillus, Survivor of Sands and Sandals | Legendary | Economic | Smelters and Armouries: Productivity +35%, Fuel efficiency +35%, Fire Safety +1. Legendary Bonus: Dedicate island to Mars | +| Amalgamist | Common | Research | Smelters: Workforce -25%, Upkeep -50% | +| Unleaded Leader | Rare | Finance | Silver Forge: Income area effect +1 | +| Marix, Who Knows The Merrows | Epic | Research | Mirrors Chain: Productivity +35% | +| Obairrix, Full Metalsmith | Epic | Military | Smelters: Fire Safety area effect +1.5 | +| Aneirin Gwawdrydd, Smith Weard | Legendary | Economic | Smelters: Productivity +25%, Additional 1t every 10 cycles, Fuel efficiency +25%. Legendary Bonus: Have 800 Waders on island | + +## Related Buildings + +- [Silver Mine (Albion)](./silver-mine-albion.md) +- [Charcoal Burner (Albion)](./charcoal-burner-albion.md) +- [Bronze Smelter (Albion)](./bronze-smelter-albion.md) +- [Furnace (Albion)](./furnace-albion.md) +- [Glass Smelter (Latium)](./glass-smelter-latium.md) +- [Goldsmith (Latium)](./goldsmith-latium.md) +- [Fibularium (Albion)](./fibularium-albion.md) +- [Narcissium (Albion)](./narcissium-albion.md) diff --git a/docs/buildings/silver-mine-albion.md b/docs/buildings/silver-mine-albion.md new file mode 100644 index 0000000..6f74100 --- /dev/null +++ b/docs/buildings/silver-mine-albion.md @@ -0,0 +1,66 @@ +# Silver Mine (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Mine | +| Region | Albion | +| Required Tier | [Mercators](../population-tiers/mercators.md) | +| Cycle Time | 30 seconds | +| Dimensions | 3x8 (4x11 with roads) | + +## Description + +Extracts Silver Ore from mountain deposits. The building can be enhanced through an aqueduct connection for improved productivity. + +## Costs + +**Build Cost:** 2 Timber, 2 Bricks + +**Maintenance:** -10 gold/min, 5 Mercators + +## Area Effects + +| Effect | Value | +|--------|-------| +| Health | -2 | + +## Production + +**Input:** None + +**Output:** [Silver Ore](../goods/silver-ore.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | +| Constraints | Mountain placement required, Deposit required | + +## Specialists + +The following specialists can enhance the Silver Mine: + +| Specialist | Rarity | Type | Effects | +|------------|--------|------|---------| +| Saturnine Smelter | Rare | Religion | Brooches Chain in range: Productivity +20% | +| Lar Syracus, Minedriver | Legendary | Economic | Mines in Range: Income area effect +6, Happiness area effect -2, Health area effect -2, Workforce needed -75%, Upkeep cost -75%. Legendary Bonus: Own at least 12 Markets | +| Minas Orlamh, the Gilted Touch | Legendary | Finance | Mines in Range: Productivity +25%, Additional 1t Gold Ore every 10 cycles, Income +100. Legendary Bonus: Own at least 1,000,000 Denarii | +| Gygaea of Megaria, Eupalinian Reservist | Epic | Economic | Mines in Range: Water consumption -50%, Additional 1t every 8 cycles | +| Argent Hand | Rare | Religion | Silver Mine in range: Belief area effect +1 | +| Marix, Who Knows The Merrows | Epic | Research | Mirrors Chain in range: Productivity +35% | +| Rhea Proserpina, Dis Mater | Epic | Finance | Mines and Pits in range: Workforce needed -40%, Upkeep cost -80% | + +## Related Buildings + +- [Silver Forge (Albion)](./silver-forge-albion.md) +- [Fibularium (Albion)](./fibularium-albion.md) +- [Iron Mine (Albion)](./iron-mine-albion.md) +- [Iron Mine (Latium)](./iron-mine-latium.md) +- [Copper Mine (Albion)](./copper-mine-albion.md) +- [Tin Mine (Albion)](./tin-mine-albion.md) diff --git a/docs/buildings/singers-hut-albion.md b/docs/buildings/singers-hut-albion.md index cf1c160..c46298b 100644 --- a/docs/buildings/singers-hut-albion.md +++ b/docs/buildings/singers-hut-albion.md @@ -1,7 +1,9 @@ -# Singer's Hut (Albion) +# Bardic Hearth (Albion) **Entity Type:** Building +**Also Known As:** Singer's Hut, Sangerstube + ## Properties | Field | Value | @@ -13,7 +15,7 @@ ## Description -Public service building that provides Population and Happiness area effects to nearby Celtic residences. +Public service building that provides Population and Happiness area effects to nearby Celtic residences. The Bardic Hearth is a cultural gathering place where bards perform traditional Celtic music and stories. ## Costs @@ -35,7 +37,23 @@ Public service building that provides Population and Happiness area effects to n | Road Required | Yes | | Warehouse Required | Yes | +## Specialists + +### Aodhan, Master Lutist of the Scathach + +**Rarity:** Epic + +**Type:** Civic Specialist + +**Effects on Residences in Range:** +- Happiness from Bardic Hearth (if supplied): +1 +- Prestige from Bardic Hearth (if supplied): +2 + +**Improves:** Bardic Hearth, Residences + ## Related Buildings - [Market (Albion)](./market-albion.md) - [Taberna (Latium)](./taberna-latium.md) +- [Aleatorium (Albion)](./aleatorium-albion.md) +- [Theater (Albion)](./theater-albion.md) diff --git a/docs/buildings/sluice-gate-albion.md b/docs/buildings/sluice-gate-albion.md new file mode 100644 index 0000000..aa4d04b --- /dev/null +++ b/docs/buildings/sluice-gate-albion.md @@ -0,0 +1,36 @@ +# Sluice Gate (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Infrastructure | +| Region | Albion | +| Required Tier | [Mercators](../population-tiers/mercators.md) / [Smiths](../population-tiers/smiths.md) | +| Dimensions | 3x3 (4x4 with roads) | + +## Description + +Infrastructure building for Albion that requires marshland to be built. Used for water management in marsh terrain. + +## Costs + +**Build Cost:** 1000 Gold, 10 Timber, 10 Bricks + +**Maintenance:** -16 gold/min + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Special Terrain | Marshland | + +## Related Buildings + +- [Aqueduct (Albion)](./aqueduct-albion.md) +- [Collecting Basin (Albion)](./collecting-basin-albion.md) +- [Cistern (Albion)](./cistern-albion.md) +- [Drainage Channel (Albion)](./drainage-channel-albion.md) diff --git a/docs/buildings/spinner-albion.md b/docs/buildings/spinner-albion.md index d3e74a7..e0f28d0 100644 --- a/docs/buildings/spinner-albion.md +++ b/docs/buildings/spinner-albion.md @@ -47,7 +47,22 @@ Produces Tunics from Hemp, a basic clothing item for Celtic population. | Road Required | Yes | | Warehouse Required | Yes | +## Specialists + +| Specialist | Rarity | Domain | Effect | +|------------|--------|--------|--------| +| [Seamster](../specialists/seamster.md) | Common | Finance | Tunics Chain in range: Productivity +10% | +| [Centonarion](../specialists/centonarion.md) | Common | Culture | Spinners in range: Happiness area effect +0.5 | +| [Measurer](../specialists/measurer.md) | Common | Finance | Clothiers in range: Workforce needed -25%, Upkeep cost -50% | +| [Brian na gCapallin, Scathing Satirist](../specialists/brian-na-gcapallin-scathing-satirist.md) | Epic | Civic | Clothiers in range: Prestige area effect +1.5 | + ## Related Buildings - [Hemp Farm (Albion)](./hemp-farm-albion.md) +- [Hemp Farm (Latium)](./hemp-farm-latium.md) - [Spinner (Latium)](./spinner-latium.md) +- [Birrus Stitcher (Albion)](./birrus-stitcher-albion.md) +- [Trouser Maker (Albion)](./trouser-maker-albion.md) +- [Sandal Maker (Latium)](./sandal-maker-latium.md) +- [Shoe Weaver (Albion)](./shoe-weaver-albion.md) +- [Loom Weavery (Latium)](./loom-weavery-latium.md) diff --git a/docs/buildings/stringer-latium.md b/docs/buildings/stringer-latium.md new file mode 100644 index 0000000..b62bf54 --- /dev/null +++ b/docs/buildings/stringer-latium.md @@ -0,0 +1,81 @@ +# Stringer (Latium) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Production / Upholsterer | +| Region | Latium | +| Required Tier | [Tier IV - Patricians](../population-tiers/tier-iv.md) | +| Cycle Time | 1:30 | +| Dimensions | 4x5 (base), 6x7 (with area) | + +## Description + +Produces Strings from Sheep. Part of the Upholsterer category of buildings. + +## Costs + +**Build Cost:** 2 Timber, 2 Bricks, 1 Concrete, 1 Mosaic + +**Maintenance:** -14 gold/min, 8 Patricians workers + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | +| Constraints | None | + +## Area Effects + +| Type | Value | +|------|-------| +| Happiness | -1 | + +## Production + +**Input:** [Sheep](../goods/sheep.md) + +**Output:** [Strings](../goods/strings.md) + +## Specialists + +| Specialist | Rarity | Type | Effect | +|------------|--------|------|--------| +| [Tolupist](../specialists/tolupist.md) | Rare | Research | Stringer in range: Knowledge area effect +1 | +| [The Aeolian Modist](../specialists/the-aeolian-modist.md) | Epic | Religion | Lyres Chain in range: Productivity +35% | + +## Related Buildings + +Other Upholsterer buildings: +- [Tannery (Albion)](./tannery-albion.md) +- [Tannery (Latium)](./tannery-latium.md) +- [Hairnet Weaver (Albion)](./headpiece-maker-albion.md) +- [Upholsterer (Latium)](./upholsterer-latium.md) +- [Sailmaker (Albion)](./sailmaker-albion.md) +- [Sailmaker (Latium)](./sailmaker-latium.md) +- [Ropemaker (Albion)](./ropemaker-albion.md) +- [Ropemaker (Latium)](./ropemaker-latium.md) +- [Weaver (Latium)](./weaver-latium.md) + +## Production Chain + +Part of the Lyres production chain: +- [Goldsmith (Latium)](./goldsmith-latium.md) +- [Lyre Maker (Latium)](./lyre-maker-latium.md) +- [Stringer (Latium)](./stringer-latium.md) +- [Sandarac Nursery (Latium)](./sandarac-nursery-latium.md) +- [Sheep Farm (Latium)](./sheep-farm-latium.md) +- [Gilder (Latium)](./gilder-latium.md) + +## Usage Patterns + +Place near Sheep Farms to reduce hauling time. The Aeolian Modist specialist provides a significant +35% productivity boost to the entire Lyres production chain. + +## Common Pitfalls + +Requires Patricians workforce (Tier IV), so ensure you have sufficient Patrician population before building. The negative happiness area effect (-1) should be considered when planning placement near residential areas. diff --git a/docs/buildings/temple-albion.md b/docs/buildings/temple-albion.md index bbdcb01..4117ed7 100644 --- a/docs/buildings/temple-albion.md +++ b/docs/buildings/temple-albion.md @@ -17,7 +17,7 @@ Grand Celtic temple providing major Faith and Happiness bonuses. ## Costs -**Build Cost:** 60000 Gold, 10 Timber, 50 Bricks, 50 Granite +**Build Cost:** 60000 Gold, 10 Timber, 50 Bricks, 50 Concrete **Maintenance:** -100 gold/min @@ -25,8 +25,8 @@ Grand Celtic temple providing major Faith and Happiness bonuses. | Effect | Value | |--------|-------| -| Faith | +2 | -| Happiness | +6 | +| Population | +2 | +| Belief | +6 | ## Placement @@ -34,7 +34,32 @@ Grand Celtic temple providing major Faith and Happiness bonuses. |-------------|-------| | Road Required | Yes | +## Compatible Specialists + +### Flesc Mac Nechdainn, Well of Wisdom +- **Rarity:** Legendary +- **Type:** Research Specialist +- **Effects on Marvels in range:** + - Water consumption: -50% + - Knowledge: +100 + - Upkeep cost: -30% +- **Unlock Condition:** Generate at least 800 Fire Safety on your island +- **Also improves:** Amphitheatre, Baths, Forum, Sacred Grove, Barrow, Temple + +### Pericles, Brother of Heracles +- **Rarity:** Legendary +- **Type:** Civic Specialist +- **Effects on Marvels in range:** + - Fire Safety area effect: -1 + - Prestige area effect: +3 + - Epidemic immunity + - Plague immunity +- **Unlock Condition:** Have an Amphitheatre on your island +- **Also improves:** Amphitheatre, Baths, Forum, Sacred Grove, Barrow, Temple + ## Related Buildings - [Fanum (Albion)](./fanum-albion.md) - [Temple (Latium)](./temple-latium.md) +- [Sacred Grove (Albion)](./heiliger-hain-albion.md) +- [Barrow (Albion)](./huegelgrab-albion.md) diff --git a/docs/buildings/theater-albion.md b/docs/buildings/theater-albion.md index 5e95b32..3d52a5a 100644 --- a/docs/buildings/theater-albion.md +++ b/docs/buildings/theater-albion.md @@ -8,12 +8,12 @@ |-------|-------| | Category | Public Service | | Region | Albion | -| Required Tier | [Elders](../population-tiers/elders.md) | +| Required Tier | [Nobles](../population-tiers/nobles.md) | | Dimensions | 11x14 (16x20 with roads) | ## Description -Large Celtic entertainment venue providing significant Faith, Happiness, and Knowledge bonuses to nearby residences. +Large Celtic entertainment venue providing significant Knowledge, Prestige, and Happiness bonuses to nearby residences. ## Costs @@ -25,9 +25,9 @@ Large Celtic entertainment venue providing significant Faith, Happiness, and Kno | Effect | Value | |--------|-------| -| Faith | +1 | -| Happiness | +1 | -| Knowledge | +3 | +| Knowledge | +1 | +| Prestige | +1 | +| Happiness | +3 | ## Placement @@ -35,6 +35,23 @@ Large Celtic entertainment venue providing significant Faith, Happiness, and Kno |-------------|-------| | Road Required | Yes | +## Specialists + +### Licia Ma, Trader of Silk and Secrets + +**Rarity:** Unique +**Type:** Civic Specialist + +**Effects:** +- Equites Residence in range: Prestige +25% +- Also provides equal amounts of Plebeian Workforce +- Income from Theatre, if supplied: +1 +- Prestige from Theatre, if supplied: +3 + +**Legendary Bonus:** Generate more than 10,000 Prestige. + +**Improves:** Theatre, Residence + ## Related Buildings - [Theater (Latium)](./theater-latium.md) diff --git a/docs/buildings/tiler-latium.md b/docs/buildings/tiler-latium.md new file mode 100644 index 0000000..5d81f5b --- /dev/null +++ b/docs/buildings/tiler-latium.md @@ -0,0 +1,62 @@ +# Tiler (Latium) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Production / Refinery | +| Region | Latium | +| Required Tier | [Tier II - Plebeians](../population-tiers/tier-ii.md) | +| Cycle Time | 1:00 | +| Dimensions | 4x5 (base), 6x7 (with effects) | + +## Description + +Processes Clay into Tiles using Charcoal as fuel. + +## Costs + +**Build Cost:** 3 Timber + +**Maintenance:** -12 gold/min, 4 Plebeians workers + +## Area Effects + +| Effect | Value | +|--------|-------| +| Fire Safety | -2 | + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | +| Constraints | None special | + +## Production + +**Input:** Clay, Charcoal (fuel) + +**Output:** [Tiles](../goods/tiles.md) + +## Related Specialists + +### Rare + +- **Leonine Ceramicist** (Military) + - Tilers in range: Fire Safety area effect +1 + +## Related Refinery Buildings + +- [Tiler (Albion)](./tiler-albion.md) +- [Concrete Mixer (Albion)](./concrete-mixer-albion.md) +- [Concrete Mixer (Latium)](./concrete-mixer-latium.md) +- [Granite Cutter (Albion)](./granite-cutter-albion.md) +- [Labourer's Yard (Albion)](./labourers-yard-albion.md) +- [Marble Mason (Latium)](./marble-mason-latium.md) +- [Mosaic Maker (Latium)](./mosaic-maker-latium.md) +- [Sawmill (Albion)](./sawmill-albion.md) +- [Sawmill (Latium)](./sawmill-latium.md) diff --git a/docs/buildings/tin-mine-albion.md b/docs/buildings/tin-mine-albion.md index addabec..5fd93a4 100644 --- a/docs/buildings/tin-mine-albion.md +++ b/docs/buildings/tin-mine-albion.md @@ -14,11 +14,11 @@ ## Description -Extracts Tin Ore from mountain deposits for bronze production. +Extracts Tin Ore from mountain deposits for bronze production. The building can be improved with an aqueduct connection. ## Costs -**Build Cost:** 2 Timber, 2 Bricks +**Build Cost:** 2 Timber, 2 Wattle **Maintenance:** -4 gold/min, 5 Smiths @@ -40,8 +40,59 @@ Extracts Tin Ore from mountain deposits for bronze production. |-------------|-------| | Road Required | Yes | | Warehouse Required | Yes | +| Aqueduct Support | Yes | | Constraints | Mountain placement required, Deposit required | +## Specialists + +### Legendary + +**Lar Syracus, Minedriver** (Economic) +- Mines in Range: + - Income area effect: +6 + - Happiness area effect: -2 + - Health area effect: -2 + - Workforce needed: -75% + - Upkeep cost: -75% +- Legendary Bonus: Own at least 12 Markets +- Also improves: Iron Mine, Copper Mine, Silver Mine + +**Minas Orlamh, the Gilted Touch** (Finance) +- Mines in Range: + - Productivity: +25% + - Additional 1t Gold Ore every 10 cycles + - Income: +100 +- Legendary Bonus: Own at least 1,000,000 Denarii +- Also improves: Iron Mine, Copper Mine, Silver Mine + +### Epic + +**Gygaea of Megaria, Eupalinian Reservist** (Economic) +- Mines in Range: + - Water consumption: -50% + - Additional 1t every 8 cycles +- Also improves: Iron Mine, Copper Mine, Silver Mine + +**Rhea Proserpina, Dis Mater** (Finance) +- Mines and Pits in range: + - Workforce needed: -40% + - Upkeep cost: -80% +- Also improves: Iron Mine, Gold Washer, Copper Mine, Sand Refinery, Mud Drier, Silver Mine + +### Rare + +**Cassiteridean Caster** (Research) +- Tin Mine in range: + - Knowledge area effect: +1 + +**Pragmatic Aegis** (Civic) +- Clan Shields Chain in range: + - Productivity: +20% +- Also improves: Bronze Smelter, Weld Crop, Copper Mine, Shieldbeater + ## Related Buildings - [Bronze Smelter (Albion)](./bronze-smelter-albion.md) +- [Copper Mine (Albion)](./copper-mine-albion.md) +- [Silver Mine (Albion)](./silver-mine-albion.md) +- [Iron Mine (Albion)](./iron-mine-albion.md) diff --git a/docs/buildings/tongue-plucker-albion.md b/docs/buildings/tongue-plucker-albion.md new file mode 100644 index 0000000..3b22be6 --- /dev/null +++ b/docs/buildings/tongue-plucker-albion.md @@ -0,0 +1,64 @@ +# Tongue Plucker (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Extractor | +| Region | Albion | +| Required Tier | [Nobles](../population-tiers/nobles.md) | +| Cycle Time | 120 seconds | +| Dimensions | 3x5 (4x7 with roads) | + +## Description + +The Tongue Plucker processes Small Birds into Bird Tongues, an exotic delicacy ingredient. This building becomes available at the Nobles population tier and is part of the Bird Tongues production chain. + +## Costs + +**Build Cost:** 3 Timber, 2 Bricks, 1 Concrete + +**Maintenance:** -16 gold/min, 3 Nobles + +## Area Effects + +-2 Happiness + +## Production + +**Input:** [Small Birds](../goods/small-birds.md) + +**Output:** [Bird Tongues](../goods/bird-tongues.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Specialists + +### Essentialist +- **Rarity:** Common +- **Domain:** Religion +- **Effect:** Extractors in range: Workforce needed -25%, Upkeep cost -50% +- **Improves:** Donkey Mill, Dye Works, Fish Gutter, Greenhands, Grain Mill, Clay Pit, Mineral Crusher, Salt Ponds, Saltwort Burner, Renderer, Tongue Plucker + +### Hosta Vulpius, Silencer of Song +- **Rarity:** Epic +- **Domain:** Civic +- **Effect:** Bird Tongues Chain in range: Productivity +35% +- **Improves:** Epicure of Air, Pig Farm, Renderer, Bird Charmer, Tongue Plucker + +## Production Chain + +[Bird Tongues in Aspic Chain](../production-chains/bird-tongues-in-aspic.md) + +## Related Buildings + +- [Bird Charmer (Albion)](./bird-charmer-albion.md) - Produces Small Birds +- [Renderer (Albion)](./renderer-albion.md) - Produces Lard +- [Epicure of Air (Albion)](./epicure-of-air-albion.md) - Produces Bird Tongues in Aspic diff --git a/docs/buildings/trading-pier-albion.md b/docs/buildings/trading-pier-albion.md new file mode 100644 index 0000000..f629079 --- /dev/null +++ b/docs/buildings/trading-pier-albion.md @@ -0,0 +1,43 @@ +# Trading Pier (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Region | Albion | +| Category | Harbour Building | +| Required Tier | [Mercators](../population-tiers/tier-iii.md) / [Smiths](../population-tiers/tier-ii.md) | +| Dimensions | 6x9 (base), 8x13 (with roads) | + +## Description + +Harbour building for trading ships. Must be unlocked via the skill tree. Requires placement in a harbour area. + +## Costs + +**Build Cost:** 1000 Coins, 20 Planks, 15 Bricks + +**Maintenance:** -26 gold, 12 Waders workers + +## Placement + +| Requirement | Value | +|-------------|-------| +| Constraints | Harbour Area required | +| Skill Tree | Must be unlocked | + +## Specialists + +Specialists can be assigned to enhance Trading Pier functionality. + +## Related Buildings + +- [Depot (Albion)](./depot-albion.md) +- [Depot (Latium)](./depot-latium.md) +- [Trading Pier (Latium)](./trading-pier-latium.md) +- [Repair Crane (Albion)](./repair-crane-albion.md) +- [Repair Crane (Latium)](./repair-crane-latium.md) +- [Shipyard (Albion)](./shipyard-albion.md) +- [Shipyard (Latium)](./shipyard-latium.md) diff --git a/docs/buildings/trouser-maker-albion.md b/docs/buildings/trouser-maker-albion.md index 86ab5d6..4ef1de4 100644 --- a/docs/buildings/trouser-maker-albion.md +++ b/docs/buildings/trouser-maker-albion.md @@ -1,24 +1,26 @@ -# Trouser Maker (Albion) +# Hosier (Albion) **Entity Type:** Building +**Also known as:** Trouser Maker, Hosenmacher + ## Properties | Field | Value | |-------|-------| -| Category | Cloth Dealer | +| Category | Clothier | | Region | Albion | | Required Tier | [Smiths](../population-tiers/smiths.md) | -| Cycle Time | 90 seconds | +| Cycle Time | 90 seconds (1:30) | | Dimensions | 5x5 (7x7 with roads) | ## Description -Produces Trousers from Wool and Woad dye, a Celtic clothing item. +Produces Trousers from Wool and Woad dye, a Celtic clothing item worn by the population of Albion. ## Costs -**Build Cost:** 2 Timber, 2 Bricks +**Build Cost:** 2 Timber, 2 Wattle & Daub **Maintenance:** -10 gold/min, 4 Smiths @@ -34,11 +36,11 @@ Produces Trousers from Wool and Woad dye, a Celtic clothing item. | Effect | Value | |--------|-------| | Income | +1 | -| Prestige | +1 | +| Health | +1 | ## Production -**Input:** [Wool](../goods/wool.md), [Woad](../goods/woad.md) +**Input:** [Wool](../goods/wool.md) (from Sheep), [Woad](../goods/woad.md) (Dye Plants) **Output:** [Trousers](../goods/trousers.md) @@ -49,7 +51,33 @@ Produces Trousers from Wool and Woad dye, a Celtic clothing item. | Road Required | Yes | | Warehouse Required | Yes | +## Specialists + +The following specialists can improve this building: + +### Measurer (Common) +- **Type:** Finance Specialist +- **Effect:** Clothiers in range: Workforce needed -25%, Upkeep cost -50% +- **Also improves:** Sandal Maker, Shoe Weaver, Spinner, Loom Weavery + +### The Bifurcator (Rare) +- **Type:** Finance Specialist +- **Effect:** Trousers Chain in range: Productivity +20% +- **Also improves:** Woad Plant + +### Trusty Trouserer (Rare) +- **Type:** Nature Specialist +- **Effect:** Hosier in range: Health area effect +1 + +### Brian na gCapallin, Scathing Satirist (Epic) +- **Type:** Civic Specialist +- **Effect:** Clothiers in range: Prestige area effect +1.5 +- **Also improves:** Birrus Stitcher, Sandal Maker, Shoe Weaver, Spinner, Loom Weavery + ## Related Buildings -- [Sheep Farm (Albion)](./sheep-farm-albion.md) -- [Woad Plant (Albion)](./woad-plant-albion.md) +- [Sheep Farm (Albion)](./sheep-farm-albion.md) - Produces Wool +- [Woad Plant (Albion)](./woad-plant-albion.md) - Produces Woad +- [Birrus Stitcher (Albion)](./birrus-stitcher-albion.md) - Related Clothier building +- [Shoe Weaver (Albion)](./shoe-weaver-albion.md) - Related Clothier building +- [Spinner (Albion)](./spinner-albion.md) - Related Clothier building diff --git a/docs/buildings/vigiles-albion.md b/docs/buildings/vigiles-albion.md new file mode 100644 index 0000000..3189fd2 --- /dev/null +++ b/docs/buildings/vigiles-albion.md @@ -0,0 +1,73 @@ +# Vigiles (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Region | Albion | +| Category | City Watch | +| Required Tier | [Mercators](../population-tiers/tier-iii.md), [Smiths](../population-tiers/tier-ii.md) | +| Dimensions | 4x5 (base), 6x7 (with roads) | + +## Description + +Vigiles serve as the fire watch and emergency responders in Albion. This building provides fire safety area effects to nearby residences and supports patrol units that help maintain order. + +## Costs + +**Build Cost:** 750 Gold, 5 Planks, 5 Bricks + +**Maintenance:** -16 Gold, -8 Waders + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Production + +**Input:** None + +**Output:** None (Service building) + +## Area Effects + +| Effect | Value | +|--------|-------| +| Fire Safety | +2 | + +## Specialists + +| Specialist | Rarity | Type | Effects | +|------------|--------|------|---------| +| Publius Quintus, Amphipraetorian | Epic | Finance | City Watches in range: Income area effect +1, Workforce needed -25%, Available patrols +1. Improves: Custodia, Medici, Vigiles | +| Confident Vigilo | Rare | Military | Vigiles in range: Fire Safety area effect +1. Improves: Vigiles | +| Pyrrhos of Epirus, Ekpyrotic Architect | Epic | Religion | Vigiles in range: Belief area effect +1, Available patrols +1, Rebuild time -35%. Improves: Vigiles | +| Tiarnan Tine, the Fire-Forged | Legendary | Military | Vigiles in range: Fire Safety area effect +1, Available patrols +2. Legendary bonus: Diplomacy with Syracus. Improves: Vigiles | +| Faustus Silvius Lupicinus, Apparitor Rationibus | Legendary | Finance | City Watches in range: Income area effect +3, Prestige area effect +1, Upkeep cost -25%. Legendary bonus: At least 75 reputation with the Emperor. Improves: Custodia, Medici, Vigiles | +| Vexillarius | Common | Military | Vigiles in range: Available patrols +1. Improves: Vigiles | +| Ironclad Distributor | Rare | Economic | City Watches in Albion in range: Workforce needed -25%, Upkeep cost -50%, Run by Smith Workforce instead of Wader Workforce. Improves: Custodes, Medici, Vigiles | +| Alarming Signaller | Rare | Military | Vigiles in range: Fire Safety +30, Available patrols +1. Improves: Vigiles | + +## Related Buildings + +Other City Watch Buildings: +- [Custodes (Albion)](./custodes-albion.md) +- [Custodia (Latium)](./custodia-latium.md) +- [Medici (Albion)](./medici-albion.md) +- [Medici (Latium)](./medici-latium.md) +- [Vigiles (Latium)](./vigiles-latium.md) + +## Usage Patterns + +Place Vigiles near residential areas to provide fire safety bonuses. The patrols help maintain public order and respond to fires. Consider placing specialists to enhance fire safety effects or reduce maintenance costs. + +## Common Pitfalls + +- Requires Waders workforce for maintenance, not Smiths workforce (unless using Ironclad Distributor specialist) +- Higher maintenance cost than Latium counterpart (-16 Gold, -8 Waders vs -6 Gold, -4 Liberti) +- Larger footprint than other amenity buildings (4x5 base) diff --git a/docs/buildings/villa-des-praetors-albion.md b/docs/buildings/villa-des-praetors-albion.md new file mode 100644 index 0000000..1f4aaf0 --- /dev/null +++ b/docs/buildings/villa-des-praetors-albion.md @@ -0,0 +1,44 @@ +# Villa of the Praetor (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Specialist Building | +| Region | Albion | +| Required Tier | [Mercators (Tier III)](../population-tiers/tier-iii.md) | +| Construction Time | Instant | + +## Description + +Governor Villa that houses specialists who provide bonuses to nearby buildings. This is the higher-tier specialist building for Albion, offering enhanced specialist capacity and area effects. + +## Costs + +**Build Cost:** 1000 Gold, 25 Timber, 5 Bricks + +**Maintenance:** -50 gold/min + +## Area Effects + +- +1 Prestige + +## Placement + +| Requirement | Value | +|-------------|-------| +| Dimensions | 9x11 (base), 13x16 (with roads) | +| Road Required | Yes | +| Warehouse Required | Yes | + +## Specialists + +Houses specialists that can be assigned to modify production or service buildings. As a Governor Villa, it provides more specialist slots than the standard Officium. + +## Related Buildings + +- [Officium (Albion)](./officium-albion.md) - Lower-tier specialist building +- [Villa of the Praetor (Latium)](./villa-des-praetors-latium.md) - Latium variant +- [Officium (Latium)](./officium-latium.md) - Latium lower-tier variant diff --git a/docs/buildings/vineyard-albion.md b/docs/buildings/vineyard-albion.md index b13b326..36b7b49 100644 --- a/docs/buildings/vineyard-albion.md +++ b/docs/buildings/vineyard-albion.md @@ -8,19 +8,19 @@ |-------|-------| | Category | Plantation | | Region | Albion | -| Required Tier | [Elders](../population-tiers/elders.md) | +| Required Tier | [Nobles](../population-tiers/nobles.md) | | Cycle Time | 180 seconds | | Dimensions | 4x5 (6x7 with roads) | ## Description -Cultivates Grapes for wine production in Albion's climate. +Cultivates Grapes for wine production. Requires Grapes fertility. Must be unlocked via the skill tree and can be improved with an aqueduct connection. ## Costs **Build Cost:** 2 Timber, 3 Bricks, 1 Concrete -**Maintenance:** -8 gold/min, 3 Elders +**Maintenance:** -8 gold/min, 3 Waders ## Production @@ -34,8 +34,24 @@ Cultivates Grapes for wine production in Albion's climate. |-------------|-------| | Road Required | Yes | | Warehouse Required | Yes | +| Aqueduct Support | Yes | +| Constraints | Fertility: Grapes, Skill Tree Unlock | + +## Specialists + +| Specialist | Rarity | Type | Effects | +|------------|--------|------|---------| +| [Adept Troughtender](../specialists/adept-troughtender.md) | Rare | Economic | Plantations in range: Water consumption -50% | +| [Vinecrusher](../specialists/vinecrusher.md) | Rare | Religion | Vintner and Wine Chain in range: Productivity +20% | +| [Tirechan Ua Aergol, Tireless Tiller](../specialists/tirechan-ua-aergol-tireless-tiller.md) | Epic | Civic | Plantations in range: Workforce needed -40%, Upkeep cost -80% | +| [Cattin, Apothegmatic Apothecary](../specialists/cattin-apothegmatic-apothecary.md) | Legendary | Nature | Plantations in range: Productivity +25%, Additional 1t Herbs every 10 cycles, Health area effect +1, Legendary Bonus: Peace with Voada | ## Related Buildings -- [Beekeeper (Albion)](./beekeeper-albion.md) +- [Vineyard (Latium)](./vineyard-latium.md) - [Winery (Albion)](./winery-albion.md) +- [Beekeeper (Albion)](./beekeeper-albion.md) +- [Herb Garden (Albion)](./herb-garden-albion.md) +- [Lavender Farm (Latium)](./lavender-farm-latium.md) +- [Olive Grower (Latium)](./olive-grower-latium.md) +- [Woad Plant (Albion)](./woad-plant-albion.md) diff --git a/docs/buildings/watchtower-albion.md b/docs/buildings/watchtower-albion.md new file mode 100644 index 0000000..2f2ab59 --- /dev/null +++ b/docs/buildings/watchtower-albion.md @@ -0,0 +1,65 @@ +# Watchtower (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Region | Albion | +| Category | Amenities | +| Required Tier | [Mercators (Tier III)](../population-tiers/tier-iii.md), [Smiths (Tier II)](../population-tiers/tier-ii.md) | +| Dimensions | 2x2 (base), 3x3 (with roads) | +| Unlock Condition | Skill tree research required | + +## Description + +Watchtower providing happiness area effect to nearby residences. + +## Costs + +**Build Cost:** 500 Gold, 2 Timber, 2 Bricks + +**Maintenance:** -5 gold, -3 Waders + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Production + +**Input:** None + +**Output:** None (Service building) + +## Area Effects + +| Effect | Value | +|--------|-------| +| Happiness | +1 | + +## Specialists + +| Specialist | Effects | +|------------|---------| +| [Lucia Sophus, Imperial Occultist](../specialists/lucia-sophus-imperial-occultist.md) | City Watches in range: Belief area effect +3, Knowledge area effect -1, Upkeep cost -20%. Legendary bonus: Serve your Emperor faithfully. | + +## Related Buildings + +Other Amenities: +- [Well (Latium)](./well-latium.md) +- [Latrine (Latium)](./latrine-latium.md) +- [Watchtower (Latium)](./watchtower-latium.md) +- [Well (Albion)](./well-albion.md) +- [Latrine (Albion)](./latrine-albion.md) + +## Usage Patterns + +Place near residential areas to provide happiness bonuses. Requires skill tree unlock before construction. + +## Common Pitfalls + +Must be unlocked via skill tree before it can be built. diff --git a/docs/buildings/weaponsmith-albion.md b/docs/buildings/weaponsmith-albion.md new file mode 100644 index 0000000..e2f1350 --- /dev/null +++ b/docs/buildings/weaponsmith-albion.md @@ -0,0 +1,74 @@ +# Weaponsmith (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Region | Albion | +| Category | Production / Armoury | +| Required Tier | [Tier III - Mercators](../population-tiers/tier-iii.md) (Latium), [Tier III - Smiths](../population-tiers/tier-iii.md) (Albion) | +| Cycle Time | 1:30 (90 seconds) | +| Dimensions | 4x4 (6x6 with area effects) | + +## Description + +The Weaponsmith forges iron into weapons using charcoal as fuel. This building is essential for military production and becomes available at the Mercators/Smiths population tier. + +## Costs + +**Build Cost:** 1 Timber, 3 Bricks + +**Maintenance:** -16 gold/min, 5 Waders workers + +## Area Effects + +| Effect | Value | +|--------|-------| +| Fire Safety | +1 | + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Production + +**Input:** [Iron](../goods/iron.md), [Charcoal](../goods/charcoal.md) (fuel) + +**Output:** [Weapons](../goods/weapons.md) + +## Production Chain + +Part of the Weapons production chain: +- [Iron Mine](./iron-mine-latium.md) produces Iron Ore +- [Furnace](./furnace-latium.md) smelts Iron Ore into Iron +- Weaponsmith forges Iron into Weapons (using Charcoal as fuel) + +## Related Specialists + +### Legendary + +| Specialist | Type | Effects | +|------------|------|---------| +| Favillus, Survivor of Sands and Sandals | Economic | Smelters and Armouries: +35% Productivity, +35% Fuel efficiency, +1 Fire Safety. Legendary bonus: Dedicate island to Mars | +| Aun, Proselyte of Mars Loucetius | Religion | Armouries: +10% Productivity, +35% Fuel efficiency, +1.5 Belief, -25% Upkeep. Legendary bonus: Be at war | +| Zorsines, Sarmatian Swordshaper | Economic | Armouries: +30% Productivity, +1t every 10 cycles, +25% Fuel efficiency. Legendary bonus: Own 10+ Praetorian Cavalry | + +### Rare + +| Specialist | Type | Effects | +|------------|------|---------| +| Unerring Bladeworker | Culture | Weaponsmiths: +1 Happiness area effect | +| Hephaestian Polysmith | Military | Armouries: -33% Workforce, -66% Upkeep | +| Laconic Swordsmith | Military | Weapons Chain: +20% Productivity (Iron Mine, Furnace, Weaponsmith) | + +## Related Buildings + +- [Armourer (Albion)](./armourer-albion.md) - Also in the Armoury category +- [Weaponsmith (Latium)](./weaponsmith-latium.md) - Latium variant +- [Armourer (Latium)](./armourer-latium.md) - Latium Armoury building +- [Furnace (Latium)](./furnace-latium.md) - Produces Iron input diff --git a/docs/buildings/well-albion.md b/docs/buildings/well-albion.md new file mode 100644 index 0000000..11e1f73 --- /dev/null +++ b/docs/buildings/well-albion.md @@ -0,0 +1,65 @@ +# Well (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Region | Albion | +| Category | Amenities | +| Required Tier | [Mercators (Tier III)](../population-tiers/tier-iii.md) / [Smiths (Tier II)](../population-tiers/tier-ii.md) | +| Dimensions | 2x2 (base), 3x3 (with roads) | +| Unlock Condition | Skill tree research required | + +## Description + +Well providing fire safety area effect to nearby residences in the Albion region. + +## Costs + +**Build Cost:** 250 Gold, 2 Planks, 2 Bricks + +**Maintenance:** -8 gold, -4 Waders + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Production + +**Input:** None + +**Output:** None (Service building) + +## Area Effects + +| Effect | Value | +|--------|-------| +| Fire Safety | +1 | + +## Specialists + +| Specialist | Effects | +|------------|---------| +| [Lucia Sophus, Imperial Occultist](../specialists/lucia-sophus-imperial-occultist.md) | City Watches in range: Belief area effect +3, Knowledge area effect -1, Upkeep cost -20%. Legendary bonus: Serve your Emperor faithfully. | + +## Related Buildings + +Other Amenities: +- [Well (Latium)](./well-latium.md) +- [Latrine (Latium)](./latrine-latium.md) +- [Latrine (Albion)](./latrine-albion.md) +- [Watchtower (Latium)](./watchtower-latium.md) +- [Watchtower (Albion)](./watchtower-albion.md) + +## Usage Patterns + +Place near residential areas to provide fire safety bonuses. Requires skill tree unlock before construction. + +## Common Pitfalls + +Must be unlocked via skill tree before it can be built. diff --git a/docs/buildings/wheat-farm-albion.md b/docs/buildings/wheat-farm-albion.md index b7c6520..a363a6c 100644 --- a/docs/buildings/wheat-farm-albion.md +++ b/docs/buildings/wheat-farm-albion.md @@ -6,21 +6,22 @@ | Field | Value | |-------|-------| -| Category | Farm | +| Category | Arable Farm | | Region | Albion | -| Required Tier | [Smiths](../population-tiers/smiths.md) | +| Required Tier | [Mercators](../population-tiers/mercators.md) | | Cycle Time | 60 seconds | | Dimensions | 3x4 (4x6 with roads) | +| Aqueduct Support | Yes | ## Description -Cultivates Wheat for processing into Flour at the Donkey Mill in Albion. +Cultivates Wheat for processing into Flour at the Donkey Mill in Albion. Can be improved with an aqueduct connection. ## Costs **Build Cost:** 3 Timber, 1 Bricks -**Maintenance:** -6 gold/min, 4 Smiths +**Maintenance:** -6 gold/min, 4 Waders ## Production @@ -34,12 +35,26 @@ Cultivates Wheat for processing into Flour at the Donkey Mill in Albion. |-------------|-------| | Road Required | Yes | | Warehouse Required | Yes | +| Placement Constraint | Fields | ## Production Chain [Bread Chain](../production-chains/bread.md) +## Specialists + +| Specialist | Rarity | Domain | Effect | +|------------|--------|--------|--------| +| [Irrigator](../specialists/irrigator.md) | Common | Economic | Arable Farms in range: Water consumption -50% | +| [Diviner of Dough](../specialists/diviner-of-dough.md) | Common | Economic | Bread Chain in range: Productivity +10% | +| [Tullus Caecilius Cornutus, Arval Brother of Insitor](../specialists/tullus-caecilius-cornutus.md) | Epic | Nature | Arable Farms in range: Workforce needed -40%, Upkeep cost -80% | +| [Casponia Casta, Sacerdos Cereris](../specialists/casponia-casta.md) | Legendary | Religion | Arable Farms in range: Productivity +25%, Additional 1t Flax every 10 cycles, Belief area effect +1. Legendary Bonus: Dedicate island to the goddess Ceres. | + ## Related Buildings +- [Wheat Farm (Latium)](./wheat-farm-latium.md) - [Donkey Mill (Albion)](./donkey-mill-albion.md) - [Bakery (Albion)](./bakery-albion.md) +- [Flax Farm (Albion)](./flax-farm-albion.md) +- [Barley Farm (Albion)](./barley-farm-albion.md) +- [Hemp Farm (Albion)](./hemp-farm-albion.md) diff --git a/docs/buildings/wig-maker-albion.md b/docs/buildings/wig-maker-albion.md new file mode 100644 index 0000000..1798309 --- /dev/null +++ b/docs/buildings/wig-maker-albion.md @@ -0,0 +1,65 @@ +# Wig Maker (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Artisanal Studio | +| Region | Albion | +| Required Tier | [Nobles](../population-tiers/nobles.md) | +| Cycle Time | 90 seconds | +| Dimensions | 4x4 (6x6 with roads) | + +## Description + +Produces Wigs from Hair Nets and Horses, a luxury item for Nobles. + +## Costs + +**Build Cost:** 2 Timber, 2 Bricks, 2 Concrete + +**Maintenance:** -16 gold/min, 8 Nobles + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Income | +3 | +| Prestige | +3 | +| Fire Safety | -1 | + +## Area Effects + +| Effect | Value | +|--------|-------| +| Happiness | +1 | +| Fire Safety | -1 | + +## Production + +**Input:** [Hair Nets](../goods/hair-nets.md), [Horses](../goods/horses.md) + +**Output:** [Wigs](../goods/wigs.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Specialists + +| Name | Rarity | Domain | Effect | +|------|--------|--------|--------| +| Ailbhe Giunnae, Fence-Cut Tonsurist | Epic | Religion | Wig Maker in range: Belief area effect +1.5 | +| Capillary Coiffurist | Rare | Civic | Wigs Chain in range: Productivity +20% | + +## Related Buildings + +- [Flax Farm (Albion)](./flax-farm-albion.md) +- [Headpiece Maker (Albion)](./headpiece-maker-albion.md) +- [Resin Tapper (Albion)](./resin-tapper-albion.md) +- [Horse Breeder (Albion)](./horse-breeder-albion.md) diff --git a/docs/buildings/winery-albion.md b/docs/buildings/winery-albion.md index 3a4fdd7..7a4a772 100644 --- a/docs/buildings/winery-albion.md +++ b/docs/buildings/winery-albion.md @@ -6,36 +6,37 @@ | Field | Value | |-------|-------| -| Category | Manufactory | +| Category | Victualler | | Region | Albion | -| Required Tier | [Elders](../population-tiers/elders.md) | +| Required Tier | [Nobles](../population-tiers/nobles.md) | | Cycle Time | 45 seconds | | Dimensions | 7x9 (8x13 with roads) | +| Unlock | Skill Tree | ## Description -Produces Wine from Grapes and Honey, a luxury beverage for Celtic population. +Produces Wine from Grapes and Honey, a luxury beverage for Celtic population. Must be unlocked through the skill tree. ## Costs -**Build Cost:** 2 Timber, 4 Bricks +**Build Cost:** 2 Timber, 4 Bricks, Concrete -**Maintenance:** -30 gold/min, 14 Elders +**Maintenance:** -30 gold/min, 14 Nobles workforce ## Attributes | Attribute | Value | |-----------|-------| | Population | +3 | -| Income | +2 | -| Health | -1 | +| Belief | +2 | +| Knowledge | -1 | | Happiness | +1 | ## Area Effects | Effect | Value | |--------|-------| -| Happiness | +1 | +| Income | +1 | | Prestige | +1 | ## Production @@ -51,8 +52,23 @@ Produces Wine from Grapes and Honey, a luxury beverage for Celtic population. | Road Required | Yes | | Warehouse Required | Yes | +## Specialists + +| Specialist | Rarity | Domain | Effect | +|------------|--------|--------|--------| +| [Constructivist](../specialists/constructivist.md) | Common | Economic | Refineries in range: Workforce -25%, Upkeep -50% | +| [Gallus Vinicius, the Light Tread](../specialists/gallus-vinicius-the-light-tread.md) | Epic | Nature | Vintners in range: Health area effect +1.5 | +| [Vinecrusher](../specialists/vinecrusher.md) | Rare | Religion | Vintner and Wine Chain in range: Productivity +20% | + ## Related Buildings - [Vineyard (Albion)](./vineyard-albion.md) - [Beekeeper (Albion)](./beekeeper-albion.md) - [Winery (Latium)](./winery-latium.md) +- [Brewery (Albion)](./brewery-albion.md) +- [Garum Maker (Latium)](./garum-maker-latium.md) +- [Malthouse (Albion)](./malthouse-albion.md) +- [Olive Press (Latium)](./olive-press-latium.md) +- [Soap Boiler (Latium)](./soap-boiler-latium.md) +- [Potter (Albion)](./potter-albion.md) +- [Potter (Latium)](./potter-latium.md) diff --git a/docs/buildings/wire-twister-albion.md b/docs/buildings/wire-twister-albion.md index b0f20c5..3133eda 100644 --- a/docs/buildings/wire-twister-albion.md +++ b/docs/buildings/wire-twister-albion.md @@ -1,4 +1,4 @@ -# Wire Twister (Albion) +# Wire-Twister (Albion) **Entity Type:** Building @@ -6,28 +6,28 @@ | Field | Value | |-------|-------| -| Category | Craftsman | +| Category | Artisanal Studio | | Region | Albion | | Required Tier | [Smiths](../population-tiers/smiths.md) | -| Cycle Time | 90 seconds | +| Cycle Time | 1:30 (90 seconds) | | Dimensions | 4x4 (6x6 with roads) | ## Description -Produces Wire Jewelry from Copper Ore, a decorative item for Celtic population. +Produces Torcs from Charcoal. Torcs are a decorative neck ring worn by Celtic population. ## Costs -**Build Cost:** 2 Timber, 3 Bricks +**Build Cost:** 2 Boards, 3 Wattle -**Maintenance:** -10 gold/min, 3 Smiths +**Maintenance:** -10 Income, -3 Smiths ## Attributes | Attribute | Value | |-----------|-------| -| Population | +2 | -| Income | +1 | +| Prestige | +2 | +| (Additional) | +1 | ## Area Effects @@ -38,9 +38,9 @@ Produces Wire Jewelry from Copper Ore, a decorative item for Celtic population. ## Production -**Input:** [Copper Ore](../goods/copper-ore.md) +**Input:** [Charcoal](../goods/charcoal.md), [Copper Ore](../goods/copper-ore.md) -**Output:** [Wire Jewelry](../goods/wire-jewelry.md) +**Output:** [Torcs](../goods/torcs.md) ## Placement @@ -49,6 +49,24 @@ Produces Wire Jewelry from Copper Ore, a decorative item for Celtic population. | Road Required | Yes | | Warehouse Required | Yes | +## Specialists + +| Specialist | Rarity | Type | Effect | +|------------|--------|------|--------| +| [Obtorquist](../specialists/obtorquist.md) | Common | Civic | Torcs Chain in range: Productivity +10% | +| [Palaephaesta, Dextrous Demiurgus](../specialists/palaephaesta-dextrous-demiurgus.md) | Epic | Culture | Artisanal Studios in Range: Workforce needed -40%, Upkeep cost -80% | + ## Related Buildings - [Copper Mine (Albion)](./copper-mine-albion.md) + +## Other Artisanal Studio Buildings + +- [Beaver Hatter (Albion)](./beaver-hatter-albion.md) +- [Fibularium (Albion)](./fibularium-albion.md) +- [Glassblower (Latium)](./glassblower-latium.md) +- [Horner (Albion)](./horner-albion.md) +- [Jeweller (Latium)](./jeweller-latium.md) +- [Narcissium (Albion)](./narcissium-albion.md) +- [Wig Maker (Albion)](./wig-maker-albion.md) +- [Pileus Felter (Latium)](./pileus-felter-latium.md) diff --git a/docs/buildings/woad-plant-albion.md b/docs/buildings/woad-plant-albion.md index ced9452..a8a6fbe 100644 --- a/docs/buildings/woad-plant-albion.md +++ b/docs/buildings/woad-plant-albion.md @@ -11,16 +11,17 @@ | Required Tier | [Smiths](../population-tiers/smiths.md) | | Cycle Time | 60 seconds | | Dimensions | 4x4 (6x6 with roads) | +| Aqueduct Support | Yes | ## Description -Cultivates Woad plants for producing dye used in Celtic clothing. Requires Woad fertility. +Cultivates Woad plants for producing dye used in Celtic clothing. Requires Woad fertility and can be enhanced with an aqueduct connection. ## Costs -**Build Cost:** 1 Timber, 1 Bricks +**Build Cost:** 1 Timber, 1 Wattle -**Maintenance:** -4 gold/min, 3 Smiths +**Maintenance:** -4 gold/min, 3 Waders ## Production @@ -36,6 +37,24 @@ Cultivates Woad plants for producing dye used in Celtic clothing. Requires Woad | Warehouse Required | Yes | | Constraints | Fertility: Woad | +## Specialists + +| Specialist | Rarity | Category | Effects | +|------------|--------|----------|---------| +| [Cattin, Apothegmatic Apothecary](../specialists/cattin-apothegmatic-apothecary.md) | Legendary | Nature | Plantations in range: Productivity +25%, Additional 1t Herbs every 10 cycles, Health area effect +1. Legendary bonus: Peace with Voada | +| [Tirechan Ua Aergol, Tireless Tiller](../specialists/tirechan-ua-aergol-tireless-tiller.md) | Epic | Civic | Plantations in range: Workforce needed -40%, Upkeep cost -80% | +| [Adept Troughtender](../specialists/adept-troughtender.md) | Rare | Economic | Plantations in range: Water consumption -50% | +| [Pragmatic Aegis](../specialists/pragmatic-aegis.md) | Rare | Civic | Clan Shields Chain in range: Productivity +20% | +| [Prime Mantler](../specialists/prime-mantler.md) | Rare | Nature | Cloaks Chain in range: Productivity +20% | +| [The Bifurcator](../specialists/the-bifurcator.md) | Rare | Finance | Trousers Chain in range: Productivity +20% | + ## Related Buildings - [Trouser Maker (Albion)](./trouser-maker-albion.md) +- [Shield Beater (Albion)](./shield-beater-albion.md) +- [Birrus Stitcher (Albion)](./birrus-stitcher-albion.md) +- [Herb Garden (Albion)](./herb-garden-albion.md) +- [Lavender Farm (Latium)](./lavender-farm-latium.md) +- [Olive Grower (Latium)](./olive-grower-latium.md) +- [Vineyard (Latium)](./vineyard-latium.md) +- [Vineyard (Albion)](./vineyard-albion.md) diff --git a/docs/buildings/woodcutter-latium.md b/docs/buildings/woodcutter-latium.md new file mode 100644 index 0000000..3b7882f --- /dev/null +++ b/docs/buildings/woodcutter-latium.md @@ -0,0 +1,68 @@ +# Woodcutter (Latium) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Region | Latium | +| Category | Forest Camp | +| Required Tier | Liberti | +| Cycle Time | 0:30 | +| Dimensions | 3x3 (base), 4x4 (with area) | + +## Description + +The Woodcutter building in the Latium region produces Wood. It requires a Forest Area to be built and belongs to the Forest Camp category. + +## Costs + +**Build Cost:** 100 Gold + +**Maintenance:** -4 Gold, -3 Liberti + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | +| Constraints | Forest Area required | + +## Production + +**Input:** None (Forest Area) + +**Output:** [Wood](../goods/wood.md) + +## Specialists + +The following specialists can improve this building: + +### Axle Wheeler +- **Rarity:** Rare +- **Type:** Finance Specialist +- **Effect:** Chariots Chain in range: Productivity +20% +- **Improves:** Chassis Builder, Woodcutter, Horsecatcher, Reed Gatherer, Chariot Workshop + +### Sceilg, Eremitic Reductionist +- **Rarity:** Legendary +- **Type:** Economic Specialist +- **Effect:** Forest Camps in range: Productivity +30%, Required area -30%, Additional 1t every 10 cycles +- **Legendary Bonus:** Have less than 2,000 residents on your island +- **Improves:** Resin Trapper, Woodcutter, Charcoal Burner, Sandarac Nursery + +## Related Buildings + +Other Forest Camp buildings: +- [Resin Trapper (Albion)](./resin-tapper-albion.md) +- [Resin Tapper (Latium)](./resin-tapper-latium.md) +- [Woodcutter (Albion)](./woodcutter-albion.md) +- [Charcoal Burner (Albion)](./charcoal-burner-albion.md) +- [Charcoal Burner (Latium)](./charcoal-burner-latium.md) +- [Sandarac Nursery (Latium)](./sandarac-nursery-latium.md) + +## See Also + +- [Wood](../goods/wood.md) diff --git a/docs/goods/_index.md b/docs/goods/_index.md index 94408a6..2c280fc 100644 --- a/docs/goods/_index.md +++ b/docs/goods/_index.md @@ -54,7 +54,7 @@ High-end goods for advanced population tiers. - [Fine Glass](./fine-glass.md) - Equites prestige - [Necklaces](./necklaces.md) - Patricians jewelry - [Couches](./couches.md) - Patricians furniture -- [Lyras](./lyras.md) - Patricians entertainment +- [Lyres](./lyras.md) - Patricians entertainment **Albion:** - [Torques](./torques.md) - Smiths jewelry diff --git a/docs/goods/beer.md b/docs/goods/beer.md index 814c486..7892e79 100644 --- a/docs/goods/beer.md +++ b/docs/goods/beer.md @@ -17,7 +17,7 @@ |-----------|-------| | Population | +1 | | Income | +1 | -| Health | -1 | +| Knowledge | -1 | | Happiness | +2 | ## Production @@ -27,4 +27,4 @@ ## Notes -Beer is a popular drink for Smiths in Albion. While it provides good happiness and modest population/income bonuses, it has a slight negative impact on health. +Beer is a popular drink for Smiths in Albion. While it provides good happiness and modest population/income bonuses, it has a slight negative impact on knowledge. diff --git a/docs/goods/bird-tongues-aspic.md b/docs/goods/bird-tongues-aspic.md index 2f23de1..928454b 100644 --- a/docs/goods/bird-tongues-aspic.md +++ b/docs/goods/bird-tongues-aspic.md @@ -15,9 +15,9 @@ | Attribute | Value | |-----------|-------| -| Population | +4 | -| Income | +3 | -| Health | -2 | +| Income | +4 | +| Prestige | +3 | +| Happiness | -2 | ## Production @@ -26,4 +26,4 @@ ## Notes -Bird tongues in aspic is an extravagant delicacy for Nobles in Albion, made from bird tongues and lard. While highly prestigious, this exotic dish has some negative health effects. +Bird Tongues in Aspic is an extravagant delicacy for Nobles in Albion, made from bird tongues and lard. While providing good income and prestige bonuses, this exotic dish has some negative happiness effects. diff --git a/docs/goods/chariots.md b/docs/goods/chariots.md index 15190e1..cb4308d 100644 --- a/docs/goods/chariots.md +++ b/docs/goods/chariots.md @@ -15,9 +15,9 @@ | Attribute | Value | |-----------|-------| -| Population | +3 | -| Income | +2 | -| Prestige | +1 | +| Income | +3 | +| Prestige | +2 | +| Happiness | +1 | ## Production diff --git a/docs/goods/clan-shields.md b/docs/goods/clan-shields.md index 5f5bbbf..6818d95 100644 --- a/docs/goods/clan-shields.md +++ b/docs/goods/clan-shields.md @@ -2,6 +2,8 @@ **Entity Type:** Good +Ceremonial shields (Clanschilde) are decorated bronze shields used by the Celtic population in Albion. They serve as a prestige need for Smiths. + ## Properties | Field | Value | @@ -13,16 +15,20 @@ ## Attributes +When provided to citizens, this good grants: + | Attribute | Value | |-----------|-------| -| Population | +1 | +| Belief | +1 | | Prestige | +2 | ## Production **Produced By:** -- Shield Maker (Albion) +- [Shield Maker (Albion)](../buildings/shield-maker.md) -## Notes +## Related -Clan shields are decorated bronze shields that serve as a prestige need for Smiths in Albion. They are made from bronze and dye plants. +- [Bronze](./bronze.md) - Input material +- [Dye Plants](./dye-plants.md) - Input material +- [Smiths](../population-tiers/smiths.md) - Consuming population tier diff --git a/docs/goods/cockles.md b/docs/goods/cockles.md index c4b973d..8babaec 100644 --- a/docs/goods/cockles.md +++ b/docs/goods/cockles.md @@ -15,7 +15,7 @@ | Attribute | Value | |-----------|-------| -| Population | +3 | +| Income | +3 | ## Production diff --git a/docs/goods/couches.md b/docs/goods/couches.md index a216fd9..e458d43 100644 --- a/docs/goods/couches.md +++ b/docs/goods/couches.md @@ -19,7 +19,7 @@ | Income | +5 | | Prestige | +2 | | Happiness | +1 | -| Health | -1 | +| Fire Safety | -1 | ## Production diff --git a/docs/goods/drinking-horns.md b/docs/goods/drinking-horns.md index a2aa4fc..5f818d8 100644 --- a/docs/goods/drinking-horns.md +++ b/docs/goods/drinking-horns.md @@ -16,7 +16,7 @@ | Attribute | Value | |-----------|-------| | Population | +1 | -| Prestige | +2 | +| Happiness | +2 | ## Production diff --git a/docs/goods/fibulae.md b/docs/goods/fibulae.md index d3c9dd0..4b05bbd 100644 --- a/docs/goods/fibulae.md +++ b/docs/goods/fibulae.md @@ -15,8 +15,8 @@ | Attribute | Value | |-----------|-------| -| Population | +2 | -| Income | +1 | +| Income | +2 | +| Belief | +1 | ## Production diff --git a/docs/goods/fur-hats.md b/docs/goods/fur-hats.md index 0b441db..5e467a1 100644 --- a/docs/goods/fur-hats.md +++ b/docs/goods/fur-hats.md @@ -13,17 +13,19 @@ ## Attributes +When provided to city residents, this need provides the following bonuses: + | Attribute | Value | |-----------|-------| -| Population | +3 | -| Income | +1 | -| Prestige | +2 | +| Income | +3 | +| Health | +1 | +| Happiness | +2 | ## Production **Produced By:** -- Beaver Hat Maker (Albion) +- [Beaver Hat Maker (Albion)](../buildings/beaver-hat-maker-albion.md) ## Notes -Fur hats are a prestigious headwear need for Elders in Albion, made from beaver fur treated with salt brine. +Fur Hats are a need in the fashion category for the Elders population tier in Albion. They are crafted by the Beaver Hat Maker from beaver pelts. diff --git a/docs/goods/hand-mirrors.md b/docs/goods/hand-mirrors.md index 64975e5..cc04e19 100644 --- a/docs/goods/hand-mirrors.md +++ b/docs/goods/hand-mirrors.md @@ -15,9 +15,9 @@ | Attribute | Value | |-----------|-------| -| Population | +2 | | Income | +2 | -| Prestige | +2 | +| Knowledge | +2 | +| Health | +2 | ## Production diff --git a/docs/goods/lyras.md b/docs/goods/lyras.md index 8747557..90c9734 100644 --- a/docs/goods/lyras.md +++ b/docs/goods/lyras.md @@ -1,4 +1,4 @@ -# Lyras +# Lyres **Entity Type:** Good @@ -7,23 +7,25 @@ | Field | Value | |-------|-------| | Category | Need | -| Purchase Price | 310 Denarii | -| Selling Price | 124 Denarii | +| Used For | Consumption (Patricians entertainment need) | +| Buy Price | 310 Denarii | +| Sell Price | 124 Denarii | | Available From | Patricians | ## Attributes | Attribute | Value | |-----------|-------| -| Population | +4 | -| Prestige | +2 | -| Happiness | +2 | +| Income | +4 | +| Belief | +2 | +| Knowledge | +2 | ## Production -**Produced By:** -- Lyra Maker (Latium) +**Produced By:** [Lyra Maker (Latium)](../buildings/lyra-maker-latium.md) + +**Consumed By:** [Patricians](../population-tiers/tier-iv.md) ## Notes -Lyras are elegant musical instruments that satisfy the entertainment needs of Patricians. They are crafted from gilded wood and strings. +Lyres are elegant musical instruments that satisfy the entertainment needs of Patricians. They are crafted from gilded wood and strings. diff --git a/docs/goods/planks.md b/docs/goods/planks.md index 542ef2c..3bc42f0 100644 --- a/docs/goods/planks.md +++ b/docs/goods/planks.md @@ -14,9 +14,23 @@ ## Production **Produced By:** -- Sawmill (Albion) -- Sawmill (Latium) +- [Sawmill (Albion)](../buildings/sawmill-albion.md) +- [Sawmill (Latium)](../buildings/sawmill-latium.md) + +## Related Goods + +Other construction materials: +- [Concrete](./concrete.md) +- [Wattle & Daub](./wattle-daub.md) +- [Granite](./granite.md) +- [Marble](./marble.md) +- [Mosaics](./mosaics.md) +- [Armor](./armor.md) +- [Sails](./sails.md) +- [Ropes](./ropes.md) +- [Weapons](./weapons.md) +- [Bricks](./bricks.md) ## Notes -Planks are a fundamental construction material produced from wood at sawmills. They are available from the very beginning of the game and used extensively in building construction. +Planks (German: Bretter) are a fundamental construction material produced from wood at sawmills. They are available from the very beginning of the game for both Latium (Liberti) and Albion (Waders) regions, and are used extensively in building construction. diff --git a/docs/goods/reed-shoes.md b/docs/goods/reed-shoes.md index c595923..cafb293 100644 --- a/docs/goods/reed-shoes.md +++ b/docs/goods/reed-shoes.md @@ -15,8 +15,8 @@ | Attribute | Value | |-----------|-------| -| Population | +1 | | Income | +1 | +| Health | +1 | ## Production diff --git a/docs/goods/sausages.md b/docs/goods/sausages.md index a055d75..06b9f27 100644 --- a/docs/goods/sausages.md +++ b/docs/goods/sausages.md @@ -16,7 +16,7 @@ | Attribute | Value | |-----------|-------| | Population | +2 | -| Income | +1 | +| Happiness | +1 | ## Production diff --git a/docs/goods/torques.md b/docs/goods/torques.md index 92c57b5..0af3190 100644 --- a/docs/goods/torques.md +++ b/docs/goods/torques.md @@ -15,8 +15,8 @@ | Attribute | Value | |-----------|-------| -| Population | +2 | -| Income | +1 | +| Income | +2 | +| Prestige | +1 | ## Production diff --git a/docs/goods/trousers.md b/docs/goods/trousers.md index 146d1bc..f158449 100644 --- a/docs/goods/trousers.md +++ b/docs/goods/trousers.md @@ -16,7 +16,7 @@ | Attribute | Value | |-----------|-------| | Population | +1 | -| Prestige | +2 | +| Income | +2 | ## Production diff --git a/docs/goods/wigs.md b/docs/goods/wigs.md index 0017a7e..9c75923 100644 --- a/docs/goods/wigs.md +++ b/docs/goods/wigs.md @@ -15,9 +15,9 @@ | Attribute | Value | |-----------|-------| -| Population | +3 | +| Income | +3 | | Prestige | +3 | -| Health | -1 | +| Fire Safety | -1 | ## Production diff --git a/docs/skills/_index.md b/docs/skills/_index.md index 1f524f1..75bdab2 100644 --- a/docs/skills/_index.md +++ b/docs/skills/_index.md @@ -30,14 +30,171 @@ Skills are research discoveries that unlock new abilities, buildings, and bonuse ## All Skills +### Civic + +- [Aesthetic Aedificator](./aesthetic-aedificator.md) - Halves construction costs for all Ornaments (220,000 Knowledge) +- [Aleatoria](./aleatoria.md) - Unlocks Gambling House, becomes a need for Equites and beyond (180,000 Knowledge) +- [Alliance Treaties](./alliance-treaties.md) - Allows you to propose full military pacts with another party (220,000 Knowledge) +- [Asclepian Codices](./asclepius-codices.md) - Medici response time -20%, disease-fighting squads heal affected buildings more quickly (360,000 Knowledge) +- [Cerere et Baccho](./cerere-et-baccho.md) - Unlocks Beer as a need for all population tiers in Latium (750,000 Knowledge) +- [Clever Minds (Recruitment Drive)](./clever-minds.md) - Repeatable Research, yields random Legendary Specialist in Culture, Religion, or Research +- [Cohabitive Collaboration](./productive-cohabitation.md) - Officia Specialist Slots +1 (750,000 Knowledge) +- [Concordance Research](./concordance-research.md) - Inspiration skill requiring 500 Romanised and 500 Celtic Population (1,701 Knowledge) +- [Conservation Ordinance](./conservation-decree.md) - Water consumption -20% for Water-dependent Public Services +- [Cult of Cernunnos](./cult-of-cernunnos.md) - Unlocks Cernunnos deity focused on forests, Albionic production, and Health (32,000 Knowledge) +- [Cult of Epona](./cult-of-epona.md) - Unlocks Epona deity focused on animals and horses (180,000 Knowledge) +- [Cult of Mercury-Lugus](./cult-of-mercury-lugus.md) - Unlocks Mercury-Lugus deity focused on high-quality crafting and trade (32,000 Knowledge) +- [Cult of Minerva](./cult-of-minerva.md) - Unlocks Minerva deity focused on knowledge, teaching, and weaving (11,800 Knowledge) +- [Day Watch](./day-watch.md) - Custodes Happiness +1, Custodes provide even more Happiness to nearby buildings (64,000 Knowledge) +- [Devotional Research](./veneration-research.md) - Inspiration skill requiring 2 cities devoted to a single Patron (500 Knowledge) +- [Empyrean Research](./empyrean-research.md) - Inspiration skill requiring 25,000 Devotion for a Patron Deity (9,000 Knowledge) +- [Epona's Hoofbeat](./eponas-hoofbeat.md) - Equitum Campus gains Belief area effect +2 (360,000 Knowledge) +- [Fabulae Togatae](./fabulae-togatae.md) - Theatre effect range -20%, increasing coverage area (220,000 Knowledge) +- [Fenixwrights](./phoenix-from-ashes.md) - Vigiles rebuild time -50%, fire-fighting squads rebuild ruined buildings more quickly +- [Funeral Games of Tailteann](./games-of-tailteann.md) - Recreation Ground effect range +20% (32,000 Knowledge) +- [Generous Hospitality](./generous-hospitality.md) - Officium Permit +1, allows building one more Officium on your islands (64,000 Knowledge) +- [Hazard Fighters](./hazard-prevention.md) - Vigiles Fire Safety area effect +1 (92,000 Knowledge) +- [Headhunting](./recruitment.md) - Unlocks ability to appoint rival governors as specialists (750,000 Knowledge) +- [Hippocratic Corps](./hippocratic-corps.md) - Medici Available patrols +1, increases disease-fighting teams (36,000 Knowledge) +- [Hospitality](./hospitality.md) - Unlocks Officia specialist building and grants Officium Permit (11,800 Knowledge) +- [Imperial Parades](./imperial-parades.md) - Barracks gain Prestige area effect +2 (5,900 Knowledge) +- [Inventive Spirit (Artificer Intelligence)](./inventive-spirit.md) - Siege Workshop Knowledge area effect +2 (5,900 Knowledge) +- [Large Loans](./large-loans.md) - Allows you to take out a large loan with a Rival (92,000 Knowledge) +- [Latrines](./latrines.md) - Unlocks Latrines amenity, increases Health nearby (18,000 Knowledge) +- [Legally Enshrined](./shrines-allowed.md) - Shrine Permit +1, allows building one more Shrine on your Islands (36,000 Knowledge) +- [Lingua Romana](./lingua-romana.md) - Grammaticus effect range +20% on all islands (32,000 Knowledge) +- [Marble Roads](./marble-roads.md) - Unlocks Marble Road ornamental road for Prestige and faster goods transport (? Knowledge) +- [Market Forces](./attractive-markets.md) - Effect range of Markets +25% on all islands (4,800 Knowledge) +- [Metropolitan Research](./metropolitan-research.md) - Inspiration skill unlocked by reaching 25,000 Global Population (17,000 Knowledge) +- [Municipal Research](./urban-research.md) - Inspiration skill unlocked by reaching Growing City status (500 Knowledge) +- [Night Watch](./night-watch.md) - Custodes available patrols +1, increases riot-fighting squads patrolling the streets (8,000 Knowledge) +- [Pax Amicitia](./pax-amicitia.md) - Unlocks Master Negotiator, adds a Positive Reason for multiple diplomatic actions (750,000 Knowledge) +- [Portitores](./portitores.md) - Warehouses workforce needed -20%, upkeep cost -10% (11,800 Knowledge) +- [Populist Research](./peoples-research.md) - Inspiration skill unlocking Civic research paths (2,070 Knowledge) +- [Praetorian Pumps](./praetorian-pumps.md) - Vigiles response time -20%, fire-fighting squads extinguish burning buildings more quickly (220,000 Knowledge) +- [Praetorian Research](./praetorian-research.md) - Inspiration skill requiring 50,000 Global Prestige (9,000 Knowledge) +- [Public Funding](./public-funding.md) - City Watch effect range +20%, response range +20% (? Knowledge) +- [Quinquiremes](./quinquereme.md) - Unlocks an advanced hull type with many more slots and modifications (Unknown Knowledge) +- [Right to Repair](./right-to-repair.md) - Vigiles can repair ruined buildings (360,000 Knowledge) +- [Sanitary Measures](./sanitary-measures.md) - Medici Health area effect +1, improving health coverage to nearby buildings (92,000 Knowledge) +- [Shrine Staffing](./divine-shrines.md) - Shrine Permit +1 (Repeatable Research, 1.5M Knowledge) +- [Snuffing Sedition](./snuffing-sedition.md) - Custodes response time -20%, riot-fighting squads disperse rioters more quickly (220,000 Knowledge) +- [Solutio Ad Hominem](./solutio-ad-hominem.md) - Reveals the preference of Legendary Specialists and Captains (? Knowledge) +- [Trireme](./trireme.md) - Unlocks Trireme hull, a tried-and-true ship with more slots for modifications (36,000 Knowledge) +- [Via Tributum](./via-tributum.md) - Halves construction costs for Paved Roads and Marble Roads (750,000 Knowledge) +- [Warmer Hospitality](./warmer-hospitality.md) - Officium Permit +1, allows building one more Officium on your islands (360,000 Knowledge) +- [Watchtowers](./watchtowers.md) - Unlocks Watchtowers amenity, increases Happiness nearby (8,000 Knowledge) +- [Well](./wells.md) - Unlocks Well amenity, increases Fire Safety nearby (8,000 Knowledge) + ### Military +- [Aegis Research](./aegis-research.md) - Inspiration skill unlocked by building 1,000 wall segments (17,000 Knowledge) - [Another Brick In The Wall](./another-brick-in-the-wall.md) - Walls hitpoints +5% (Repeatable Research) +- [Armoursmithing](./armoursmithing.md) - Unlocks Armour Chain production (8,000 Knowledge) +- [Aux In, Aux Out](./aux-in-aux-out.md) - Garrison Auxilia Available +1, allows more Garrison Auxilia in Villas (180,000 Knowledge) +- [Axe-Bearers](./axe-bearers.md) - Unlocks Axe-Bearers melee unit (4,000 Knowledge) +- [Balearic Ballistics](./balearic-ballistics.md) - Improves Slinger stats (Accuracy +10%, Ranged offence +1) (92,000 Knowledge) +- [Bargain Palisades](./bargain-palisades.md) - Halves construction costs for wooden Walls and wooden Gates (110,000 Knowledge) - [Brick By Brick](./brick-by-brick.md) - Halves construction costs for Stone Walls and Stone Gates - [Camp Campaigning](./camp-campaigning.md) - Encampments gain +1 Happiness, +1 Fire Safety, +1 Prestige area effects -- [Dominion Research](./dominion-research-2.md) - Inspiration type, requires conquering 1 island and 9,000 Knowledge +- [Carpe Civitas](./carpe-civitas.md) - Infantry torching speed +50% (8,000 Knowledge) +- [Catapult Carriers](./catapult-carriers.md) - Unlocks Ship Catapults module for high-range naval combat (110,000 Knowledge) +- [Cataphractarii](./cataphractarii.md) - Improves Cavalry stats (Armour Protection +1, 180,000 Knowledge) +- [Cautious Greeting](./cautious-greeting.md) - Allows the placement of Towers in water (64,000 Knowledge) +- [Chariots](./chariots.md) - Unlocks the Chariot military unit (180,000 Knowledge) +- [Co-ordinated Volleys](./co-ordinated-volleys.md) - Towers attack speed +10% (11,800 Knowledge) +- [Cover Positions](./cover-positions.md) - Improves Archer stats (Morale +50, Toughness +1) (36,000 Knowledge) +- [Dominion Research](./dominion-research.md) - Inspiration type, requires conquering 1 island and 9,000 Knowledge +- [Dominion Research II](./dominion-research-2.md) - Inspiration type, requires conquering 1 island and 9,000 Knowledge +- [Encampment Errands](./encampment-errands.md) - Troop maintenance cost while encamped -30% (375,000 Knowledge) - [Equicurrian Chariots](./equicurrian-chariots.md) - Enhances Chariot troops with +25% attack range, +1 ranged offence, +10% movement speed - [Imperial Measures](./imperial-measures.md) - +100% ship construction speed for Shipyards +- [Legatic Research](./legatic-research.md) - Inspiration skill requiring 5 Troops and 1,800 Knowledge +- [Legionaries](./legionaries.md) - Unlocks Legionaries military unit (36,000 Knowledge) +- [Legionic Research](./legionic-research.md) - Inspiration skill requiring a Barracks and 500 Knowledge +- [Manipular Manouvres](./manipular-manouvres.md) - Improves Legionary stats (Morale +100, Toughness +1, Shield Protection +1) (375,000 Knowledge) +- [Manor Invictus](./manor-invictus.md) - Governor Villa attack range +10%, ranged offence +1, attack speed +25% (180,000 Knowledge) +- [Multi-task Menders](./multi-task-menders.md) - Repair Crane simultaneous repairs +1 (110,000 Knowledge) +- [Nautical Research](./nautical-research.md) - Inspiration skill requiring a Shipyard and 500 Knowledge +- [Navarchal Research](./navarchal-research.md) - Inspiration skill unlocking naval research paths (sink 10 Raider ships, 2,205 Knowledge) +- [Ordine Research](./ordine-research.md) - Inspiration skill requiring 9,000 Knowledge and defeating a Raider +- [Parabolics](./parabolics.md) - Improves Onager stats (Accuracy +15%, Attack speed +5%) (64,000 Knowledge) +- [Parmae](./parmae.md) - Improves Equites Cavalry stats (Morale +25, Shield Protection +1) (64,000 Knowledge) +- [Perilous Ports](./perilous-ports.md) - Trading Posts gain +5 ranged offence, +25% attack speed, +50% hitpoints (180,000 Knowledge) +- [Plated Hulls](./plated-hulls.md) - Unlocks armoured plating ship module for improved hull durability +- [Praetorians](./praetorians.md) - Unlocks Praetorian Cavalry unit (375,000 Knowledge) +- [Pro Domo](./pro-domo.md) - Governor Villa hitpoints +50%, self-repair speed +100% (180,000 Knowledge) +- [Provisional Castra](./provisional-castra.md) - Unlocks Encampment, grants troops Encamp command for reduced workforce and faster healing (4,800 Knowledge) +- [Protective Entourage](./protective-entourage.md) - Improves Auxilia stats (Morale +75, Toughness +1) (8,000 Knowledge) +- [Rain Of Pain](./rain-of-pain.md) - Unlocks Garrison Archers for defending your island (375,000 Knowledge) +- [Rammed Earth](./rammed-earth.md) - Wall Upkeep -30% across all islands (8,000 Knowledge) +- [Repair Cranes](./repair-cranes.md) - Unlocks Repair Crane building that repairs nearby ships +- [Shipboard Scorpiones](./shipboard-scorpiones.md) - Unlocks Shipboard Scorpiones module for medium-ranged naval combat (64,000 Knowledge) +- [Shipwright Studies](./shipwright-studies.md) - Repair Crane ship repair speed +25%, repair radius +20% +- [Scorpiones](./scorpiones.md) - Unlocks Scorpiones siege engine for anti-formation attacks (32,000 Knowledge) +- [Slingers](./slingers.md) - Unlocks the Slingers military unit (4,800 Knowledge) - [Spathas](./spathas.md) - Improves Praetorian Cavalry stats (Morale +50, Melee offence +1, Charge offence +4) +- [Stone Walls](./stone-walls.md) - Unlocks Stone Walls, Stone Gates, and Stone Towers defensive buildings (18,000 Knowledge) - [Sturdy Construction](./sturdy-construction.md) - +5% Hitpoints for Towers and Gates (Repeatable Research, 1.5M Knowledge) - [Sword and Sald (Brave Hearts)](./brave-hearts.md) - Repeatable Research, yields random Legendary Specialist in Military, Seafaring, or Civics +- [Tacking](./tacking.md) - Ships gain +5% movement speed and -20% unfavourable wind impact (36,000 Knowledge) +- [Target Practice](./target-practice.md) - Unlocks Garrison Archers, +1 Garrison Archers Available (92,000 Knowledge) +- [Tower Ballistae](./tower-ballistae.md) - Unlocks Tower Ballistae defensive building (46,000 Knowledge) +- [Tuatha De Danann](./tuatha-de-danann.md) - Improves Axe-Bearer stats (Morale +100, Toughness +1, Melee offence +1) (180,000 Knowledge) +- [Valetudinaria](./valetudinaria.md) - Troops healing while encamped +100% (64,000 Knowledge) +- [Vitruvius-class Crossbeams](./vitruvius-class-crossbeams.md) - Scorpiones attack range +15%, attack speed +10% (180,000 Knowledge) + +### Economy + +- [Albionic Loyalists](./albionic-loyalists.md) - Governor Villa: Wader Workforce +25 in Albion (32,000 Knowledge) +- [Albionic Pillars](./albionic-pillars.md) - Governor Villa provides +25 Smiths and +25 Mercators Workforce in Albion (750,000 Knowledge) +- [Albionic Research](./albionic-research.md) - Inspiration skill requiring a Trade Route in Albion and 500 Knowledge +- [Aqua Arborica](./aqua-arborica.md) - Allows all plantations to benefit from irrigation via aqueducts (32,000 Knowledge) +- [Beaver Bother](./beaver-bother.md) - Beaver Trapper productivity +25%, can use forests and meadows (750,000 Knowledge) +- [Blind Faith](./blind-obedience.md) - Governor Villa: Plebeian Workforce +50 in Latium (128,000 Knowledge) +- [Blood of Terra](./blood-of-terra.md) - Allows Iron Mines to produce without Iron Deposits at 50% productivity (46,000 Knowledge) +- [Cyclopedic Research](./encyclopedic-research.md) - Inspiration skill requiring 5 Inter-regional Trade Routes (17,000 Knowledge) +- [Deep Depots](./depths-of-warehouse.md) - Depot Permit +1, allows building one more Depot on your islands (Repeatable Research, 1.5M Knowledge) +- [Depots](./depots.md) - Unlocks Depot harbour building, increases island storage capacity (4,800 Knowledge) +- [Depotism](./depotism.md) - Depot Permit +1, allows building one more Depot on your islands (220,000 Knowledge) +- [Drainage](./drainage.md) - Unlocks Drainage Channel and Sluice Gate to drain marshes in Albion (32,000 Knowledge) +- [Duct Irrigation](./duct-irrigation.md) - Allows all farms to benefit from cistern irrigation, increasing productivity (64,000 Knowledge) +- [Extra Horse Power](./additional-horsepower.md) - Governor Villa Equites Workforce +50 in Latium (Unknown Knowledge) +- [Firmer Foundations](./firmer-foundations.md) - Allows the placement of Harbour Buildings in water (360,000 Knowledge) +- [Fish Markets](./fish-markets.md) - Fishing Hut and Cockle Picker gain Income area effect +3 (11,800 Knowledge) +- [Gobannus-Model Bellows](./bellows-of-gobannus.md) - Fuel efficiency +30% for Coal-dependent Buildings (750,000 Knowledge) +- [Great Seaport City](./great-seaport-city.md) - Allows placement of buildings even further away from the coast (750,000 Knowledge) +- [Harbour Grandmastery](./seaport-city.md) - Increased offshore building range, allows placement further from coast (360,000 Knowledge) +- [Harbourmastery](./harbourmastery.md) - Allows placement of Albion's Coastal Production Buildings in water (18,000 Knowledge) +- [Healthy Competition](./healthy-competition.md) - Repeatable Research, grants random Legendary Specialist (Economy/Finance/Nature) (1,500,000 Knowledge) +- [Honeyed Arbour](./honeyed-arbour.md) - Apiaries productivity +25%, can use forests without productivity loss (750,000 Knowledge) +- [Hurried Horrea](./hasty-horrea.md) - Warehouse loading speed +25% for all Warehouses (92,000 Knowledge) +- [Hushing](./hushing.md) - Aqueduct Boost: Mines, allows all mines to benefit from hydraulics via aqueducts (46,000 Knowledge) +- [Latin Research](./latin-research.md) - Inspiration skill requiring a Trade Route in Latium (500 Knowledge) +- [Mackerel Hauling](./mackerel-fishing.md) - Allows Scomber's Huts to produce without Mackerel Population at 50% productivity (64,000 Knowledge) +- [Marsh Services](./marsh-services.md) - Allows placement of City Watch buildings in marshlands (32,000 Knowledge) +- [Metallurgical Research](./metallurgical-research.md) - Inspiration skill requiring 12 Mines in Albion (9,000 Knowledge) +- [Monumental Research](./monumental-research.md) - Inspiration skill unlocked by building 5 Aqueducts in Latium (9,000 Knowledge) +- [Paved Roads](./paved-roads.md) - Unlocks Paved Roads for faster goods transport (4,000 Knowledge) +- [Pier-to-Pier Trading](./pier-to-pier-trading.md) - Unlocks Trading Pier harbour building, reduces congestion at Trading Post (220,000 Knowledge) +- [Phlogistic Research](./phlogistic-research.md) - Inspiration skill unlocked by storing 150t Charcoal in Latium (1,503 Knowledge) +- [Quays](./quay-walls.md) - Unlocks Quay Street ground patterns for harbour decoration (Unknown Knowledge) +- [Raising Sluices](./raising-sluices.md) - Sluice Gate Drainage Channels +80, allows more connections per gate (750,000 Knowledge) +- [Replanting](./replanting.md) - Charcoal Burners can use meadows instead of requiring forests (4,000 Knowledge) +- [Reservoirs](./reservoirs.md) - Aqueduct Basins water supply +50% (64,000 Knowledge) +- [Safe Havens](./seaport-of-latium.md) - Allows the placement of Latium's Coastal Production Buildings in water (36,000 Knowledge) +- [Sewing Circles](./sewing-circles.md) - Spinners gain Knowledge area effect +1 (8,000 Knowledge) +- [The Flight of Birds](./flight-of-birds.md) - Bird Charmer productivity +25%, can use forests and meadows (750,000 Knowledge) +- [Trading Post Improvements](./trading-post-improvements.md) - Unlocks Trading Post Upgrade, adds loading ramps and increases island storage (4,800 Knowledge) +- [Ulex & Agogae](./ulex-agogae.md) - Allows Gold Mines and Gold Washers to produce without Gold Deposits at 50% productivity (Unknown Knowledge) +- [Untapped Soil](./afforestation.md) - Tree Tappers can plant trees on meadows rather than requiring a forest (64,000 Knowledge) +- [Villa Retinue](./servants.md) - Governor Villa provides +25 Liberti Workforce in Latium (36,000 Knowledge) +- [Vino Veritas](./vino-veritas.md) - Allows Vineyards to produce without Grape Fertility at 50% productivity (750,000 Knowledge) +- [Warehouse Organisation](./warehouse-organisation.md) - Unlocks Warehouse Upgrade, adds loading ramps to avoid congestion (4,800 Knowledge) +- [Warehouse Refinement](./warehouse-improvement.md) - Unlocks Warehouse Upgrade, adds loading ramps to avoid congestion (750,000 Knowledge) +- [Water Conservation](./water-conservation.md) - Water consumption -20% for Water-improved Production Buildings (92,000 Knowledge) +- [Wetland Research](./wetland-research.md) - Inspiration skill requiring draining 7,500 tiles of Marshland (1,602 Knowledge) +- [Well-Ordered Warehouses](./well-sorted-warehouses.md) - Halves construction costs for all Warehouses (750,000 Knowledge) +- [Beneath Bedrock](./beneath-bedrock.md) - Mines Productivity +5% (Repeatable Research, 1.5M Knowledge) +- [Better Bellows](./better-bellows.md) - Coal-dependent Buildings: Fuel efficiency +20% (4,000 Knowledge) +- [Woodland Rebirth](./woodland-rebirth.md) - Woodcutters can plant trees on meadows (18,000 Knowledge) diff --git a/docs/skills/additional-horsepower.md b/docs/skills/additional-horsepower.md new file mode 100644 index 0000000..cd447f6 --- /dev/null +++ b/docs/skills/additional-horsepower.md @@ -0,0 +1,101 @@ +# Extra Horse Power + +**Entity Type:** Skill + +**German Name:** Zusaetzliche Pferdestaerken + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economy | +| Type | Discovery | +| Base Cost | Unknown Knowledge | + +## Description + +Extra Horse Power is an Economy skill that increases Equites Workforce provided by the Governor Villa. This skill enhances the workforce available in Latium by providing additional horse-powered labor capacity. + +Economy skills improve production capabilities by enhancing production buildings, increasing the number of workers available, or unlocking completely new mechanics. + +## Effects + +| Effect Type | Target | Value | +|-------------|--------|-------| +| Equites Workforce | Governor Villa | +50 | + +The Governor Villa provides the above workforce in Latium. + +## Unlock Requirements + +| Requirement | Description | +|-------------|-------------| +| Knowledge | Unknown | +| Type | Discovery | + +As a Discovery skill, "Extra Horse Power" must be reached through a research path in the skill tree. Some discoveries may require additional conditions such as housing a specific population type in Albion. + +## Related Skills + +Other Economy category skills include: +- Albionic Research +- Aqua Arborica +- Untapped Soil +- Gobannus-Model Bellows +- Villa Retinue +- Paved Roads +- Better Bellows +- Beaver Bother +- Blind Faith +- Blood of Terra +- Depotism +- Depots +- The Flight of Birds +- Beneath Bedrock +- Deep Depots +- Drainage +- Cyclopedic Research +- Duct Irrigation +- Firmer Foundations +- Fish Markets +- Healthy Competition +- Abyssal Invocation +- Well-Ordered Warehouses +- Pier-to-Pier Trading +- Seaport Specification +- Hurried Horrea +- Raising Sluices +- Honeyed Arbour +- Hushing +- Quays +- Trading Post Improvements +- Warehouse Refinement +- Warehouse Organisation +- Latin Research +- Albionic Loyalists +- Mackerel Hauling +- Metallurgical Research +- Monumental Research +- Wetland Research +- Sewing Circles +- Replanting +- Phlogistic Research +- Albionic Pillars +- Harbourmastery +- Safe Havens +- Harbour Grandmastery +- Reservoirs +- Marsh Services +- Ulex & Agogae +- Vino Veritas +- Water Conservation +- Woodland Rebirth + +## Related Links + +- [Skills Overview](./_index.md) +- [Economy Skills](./economy.md) + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/zusaetzliche-pferdestaerken/) diff --git a/docs/skills/aegis-research.md b/docs/skills/aegis-research.md new file mode 100644 index 0000000..ebc8de7 --- /dev/null +++ b/docs/skills/aegis-research.md @@ -0,0 +1,89 @@ +# Aegis Research + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Inspiration | +| Knowledge Cost | 17,000 | + +## Description + +Aegis Research is a Military skill of the Inspiration type. Military skills improve your military units on land and at sea, or unlock completely new unit types. You can also unlock powerful upgrades for your defensive buildings, including towers, walls, and recruitment buildings. + +As an Inspiration-type skill, Aegis Research is placed deeper in the research tree and must be unlocked. Each Inspiration node has two conditions: you need a certain amount of generated knowledge, and you must fulfill a secondary requirement such as building a specific structure. + +## Unlock Requirements + +- Generate at least **17,000 Knowledge** +- Build walls with a total length of **1,000 segments** + +Once unlocked, this skill node can serve as a starting point for further research. + +## Related Skills + +Other skills in the Military category: + +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manouvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisinal Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armousmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +- [anno.land - Aegis Research](https://anno.land/en/anno-117-skills/aegis-forschung/) diff --git a/docs/skills/aesthetic-aedificator.md b/docs/skills/aesthetic-aedificator.md new file mode 100644 index 0000000..32348ec --- /dev/null +++ b/docs/skills/aesthetic-aedificator.md @@ -0,0 +1,101 @@ +# Aesthetic Aedificator + +**Entity Type:** Skill + +**German Name:** Ort der Kunste + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Cost | 220,000 Knowledge | + +## Description + +Aesthetic Aedificator is a Civic category skill that significantly reduces the cost of beautifying your cities. This skill focuses on making ornamental structures more affordable, allowing players to enhance the visual appeal of their settlements without a major investment. + +Civic skills provide many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medici, Vigiles, and Custodes. This skill specifically targets city aesthetics and ornamental construction, making it easier to create visually impressive cities. + +## Effects + +| Effect Type | Target | Value | +|-------------|--------|-------| +| Ornament Discount | All Ornaments | -50% Construction Costs | + +### Effect Details + +- **Ornament Discount:** Halves the construction costs for all Ornaments, making decorative elements much more affordable. + +## Unlock Requirements + +As a Discovery type skill, Aesthetic Aedificator must be reached through a research path in the skill tree. Some discoveries require fulfilling additional conditions before they can be unlocked, such as hosting a specific population type in Albion. + +## Related Skills + +Other Civic category skills include: +- Aleatoria +- Alliance Treaties +- Headhunting +- Asclepian Codices +- Market Forces +- Snuffing Sedition +- Well +- Cerere et Baccho +- The Art of Gift-Giving +- Empyrean Research +- Cult of Epona +- Epona's Hoofbeat +- Artificer Intelligence +- Conservation Ordinance +- Cognoscentic Research +- Fabulae Togatae +- Voluntary Vigilance +- Hospitality +- Hazard Fighters +- Seasoned to Taste +- Shrine Staffing +- Large Loans +- Metropolitan Research +- Warmer Hospitality +- Officialdom +- Hippocratic Corps +- Imperial Parades +- Recruitment Drive +- Concordance Research +- Cult of Minerva +- Cult of Cernunnos +- Cult of Mercury-Lugus +- Latrines +- Lingua Romana +- Marble Roads +- Night Watch +- Villa Novation +- Public Funding +- Pax Amicitia +- Fenixwrights +- Portitores +- Gubernatorial Research +- Praetorian Pumps +- Cohabitive Collaboration +- Quartermastery +- Quinquiremes +- Right to Repair +- Sanitary Measures +- Sacral Spaces +- Legally Enshrined +- Solutio Ad Hominem +- Funeral Games of Tailteann +- Municipal Research +- Day Watch +- Trireme +- Devotional Research +- Via Tributum +- Villa Visitation +- Populist Research +- Watchtowers + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/ort-der-kuenste/) diff --git a/docs/skills/afforestation.md b/docs/skills/afforestation.md new file mode 100644 index 0000000..0445529 --- /dev/null +++ b/docs/skills/afforestation.md @@ -0,0 +1,87 @@ +# Untapped Soil + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economic | +| Type | Discovery | +| Knowledge Cost | 64,000 | + +## Description + +Untapped Soil is an Economic skill that allows Tree Tappers (Resin Trappers) to plant trees on meadows rather than requiring a forest. Economic skills primarily improve production by enhancing production buildings, increasing the number of workers available, or unlocking completely new mechanics. + +## Effects + +| Effect | Description | +|--------|-------------| +| Grants Effect | Resin Trapper: Can use meadows | +| Benefit | Tree Tappers can plant trees on meadows, rather than requiring a forest | + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. + +## Related Skills + +Other skills in the Economic category: + +- Albionic Research +- Aqua Arborica +- Gobannus-Model Bellows +- Villa Retinue +- Paved Roads +- Better Bellows +- Beaver Bother +- Blind Faith +- Blood of Terra +- Depotism +- Depots +- The Flight of Birds +- Beneath Bedrock +- Deep Depots +- Drainage +- Cyclopedic Research +- Duct Irrigation +- Firmer Foundations +- Fish Markets +- Healthy Competition +- Abyssal Invocation +- Well-Ordered Warehouses +- Pier-to-Pier Trading +- Seaport Specification +- Hurried Horrea +- Raising Sluices +- Honeyed Arbour +- Hushing +- Quays +- Trading Post Improvements +- Warehouse Refinement +- Warehouse Organisation +- Latin Research +- Albionic Loyalists +- Mackerel Hauling +- Metallurgical Research +- Monumental Research +- Wetland Research +- Sewing Circles +- Replanting +- Phlogistic Research +- Albionic Pillars +- Harbourmastery +- Safe Havens +- Harbour Grandmastery +- Reservoirs +- Marsh Services +- Ulex & Agogae +- Vino Veritas +- Water Conservation +- Woodland Rebirth +- Extra Horse Power + +## Source + +- [anno.land - Untapped Soil](https://anno.land/en/anno-117-skills/aufforstung/) diff --git a/docs/skills/albionic-loyalists.md b/docs/skills/albionic-loyalists.md new file mode 100644 index 0000000..4bd4057 --- /dev/null +++ b/docs/skills/albionic-loyalists.md @@ -0,0 +1,41 @@ +# Albionic Loyalists + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economy | +| Type | Discovery | +| Knowledge Cost | 32,000 | + +## Description + +Albionic Loyalists is an Economy skill that provides additional Wader workforce from the Governor Villa in Albion. This skill enhances your labor capacity by adding loyal Wader workers to your Albionic settlements. + +## Effects + +Grants Effect: **Governor Villa** + +| Stat | Bonus | +|------|-------| +| Wader Workforce | +25 | + +The Governor Villa provides the above workforce in Albion. + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Economy category that provide workforce bonuses: + +- [Villa Retinue](./servants.md) - Governor Villa provides +25 Liberti Workforce in Latium +- [Blind Faith](./blind-obedience.md) - Governor Villa: Plebeian Workforce +50 in Latium +- [Extra Horse Power](./additional-horsepower.md) - Governor Villa Equites Workforce +50 in Latium + +## Source + +- [anno.land - Albionic Loyalists](https://anno.land/en/anno-117-skills/loyale-wanderer/) diff --git a/docs/skills/albionic-pillars.md b/docs/skills/albionic-pillars.md new file mode 100644 index 0000000..e492619 --- /dev/null +++ b/docs/skills/albionic-pillars.md @@ -0,0 +1,42 @@ +# Albionic Pillars + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economy | +| Type | Discovery | +| Knowledge Cost | 750,000 | + +## Description + +Albionic Pillars is an Economy skill that enhances the Governor Villa in Albion by providing additional workforce from the Smiths and Mercators population tiers. This skill helps boost your production capacity in Albion by increasing the available workforce for buildings that require these population types. + +## Effects + +Grants Effect: **Governor Villa** + +| Stat | Bonus | Region | +|------|-------|--------| +| Smiths Workforce | +25 | Albion | +| Mercators Workforce | +25 | Albion | + +The Governor Villa provides the above workforce bonuses in Albion. + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Economy category that affect workforce: + +- [Villa Retinue](./servants.md) - Governor Villa provides +25 Liberti Workforce in Latium +- [Blind Faith](./blind-obedience.md) - Governor Villa provides +50 Plebeian Workforce in Latium +- [Extra Horse Power](./additional-horsepower.md) - Governor Villa provides +50 Equites Workforce in Latium + +## Source + +- [anno.land - Albionic Pillars](https://anno.land/en/anno-117-skills/saeulen-der-gemeinschaft/) diff --git a/docs/skills/albionic-research.md b/docs/skills/albionic-research.md new file mode 100644 index 0000000..1a00f92 --- /dev/null +++ b/docs/skills/albionic-research.md @@ -0,0 +1,83 @@ +# Albionic Research + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economic | +| Type | Inspiration | +| Knowledge Cost | Unknown | + +## Description + +Albionic Research is an Economic skill that serves as an Inspiration node in the skill tree. Inspiration nodes are placed deeper in the research tree and must be unlocked by meeting specific conditions. Each Inspiration node has two requirements: a certain amount of generated knowledge, and a secondary objective such as building a specific structure or completing a task. + +## Unlock Requirements + +- Establish a Trade Route in Albion +- Generate at least 500 Knowledge + +Once unlocked, this node can serve as a starting point for further research. + +## Related Skills + +Other skills in the Economic category: + +- Aqua Arborica +- Untapped Soil +- Gobannus-Model Bellows +- Villa Retinue +- Paved Roads +- Better Bellows +- Beaver Bother +- Blind Faith +- Blood of Terra +- Depotism +- Depots +- The Flight of Birds +- Beneath Bedrock +- Deep Depots +- Drainage +- Cyclopedic Research +- Duct Irrigation +- Firmer Foundations +- Fish Markets +- Healthy Competition +- Abyssal Invocation +- Well-Ordered Warehouses +- Pier-to-Pier Trading +- Seaport Specification +- Hurried Horrea +- Raising Sluices +- Honeyed Arbour +- Hushing +- Quays +- Trading Post Improvements +- Warehouse Refinement +- Warehouse Organisation +- Latin Research +- Albionic Loyalists +- Mackerel Hauling +- Metallurgical Research +- Monumental Research +- Wetland Research +- Sewing Circles +- Replanting +- Phlogistic Research +- Albionic Pillars +- Harbourmastery +- Safe Havens +- Harbour Grandmastery +- Reservoirs +- Marsh Services +- Ulex & Agogae +- Vino Veritas +- Water Conservation +- Woodland Rebirth +- Extra Horse Power + +## Source + +- [anno.land - Albionic Research](https://anno.land/en/anno-117-skills/albionische-forschung/) diff --git a/docs/skills/aleatoria.md b/docs/skills/aleatoria.md new file mode 100644 index 0000000..ee846de --- /dev/null +++ b/docs/skills/aleatoria.md @@ -0,0 +1,96 @@ +# Aleatoria + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Knowledge Cost | 180,000 | + +## Description + +Aleatoria is a Civic skill that unlocks the Gambling House building and introduces gambling as a need for all third tier residents (Equites) and beyond. Civic skills provide many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medicis, Vigiles, and Custodias. Civic skills greatly facilitate the management of your cities. + +## Effects + +| Effect | Description | +|--------|-------------| +| Unlocks | Gambling House | +| Benefit | Gambling House becomes a need for all third tier residents and beyond | + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. + +**Special Requirements:** +- Choose the Roman path in Albion +- Host Nobles in your realm + +## Related Skills + +Other skills in the Civic category: + +- Alliance Treaties +- Asclepian Codices +- Cerere et Baccho +- Cognoscentic Research +- Cohabitive Collaboration +- Concordance Research +- Conservation Ordinance +- Cult of Cernunnos +- Cult of Epona +- Cult of Mercury-Lugus +- Cult of Minerva +- Day Watch +- Devotional Research +- Empyrean Research +- Epona's Hoofbeat +- Fabulae Togatae +- Fenixwrights +- Funeral Games of Tailteann +- Gubernatorial Research +- Hazard Fighters +- Headhunting +- Hippocratic Corps +- Hospitality +- Imperial Parades +- Large Loans +- Latrines +- Legally Enshrined +- Lingua Romana +- Marble Roads +- Market Forces +- Metropolitan Research +- Municipal Research +- Night Watch +- Officialdom +- Pax Amicitia +- Portitores +- Praetorian Pumps +- Public Funding +- Quartermastery +- Quinquiremes +- Recruitment Drive +- Right to Repair +- Sacral Spaces +- Sanitary Measures +- Seasoned to Taste +- Shrine Staffing +- Snuffing Sedition +- Solutio Ad Hominem +- The Art of Gift-Giving +- Trireme +- Via Tributum +- Villa Novation +- Villa Visitation +- Voluntary Vigilance +- Warmer Hospitality +- Watchtowers +- Well + +## Source + +- [anno.land - Aleatoria](https://anno.land/en/anno-117-skills/aleatoria/) diff --git a/docs/skills/alliance-treaties.md b/docs/skills/alliance-treaties.md new file mode 100644 index 0000000..7b3744a --- /dev/null +++ b/docs/skills/alliance-treaties.md @@ -0,0 +1,93 @@ +# Alliance Treaties + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Knowledge Cost | 220,000 | + +## Description + +Alliance Treaties is a Civic skill that enables you to form full military pacts with other parties. Civic skills provide many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medicis, Vigiles, and Custodias. Civic skills greatly facilitate the management of your cities. + +## Effects + +| Effect | Description | +|--------|-------------| +| Unlocks | Alliance Treaty | +| Benefit | Allows you to propose full military pacts with another party | + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Civic category: + +- Aleatoria +- Artificer Intelligence +- Asclepian Codices +- Cerere et Baccho +- Cognoscentic Research +- Cohabitive Collaboration +- Concordance Research +- Conservation Ordinance +- Cult of Cernunnos +- Cult of Epona +- Cult of Mercury-Lugus +- Cult of Minerva +- Day Watch +- Devotional Research +- Empyrean Research +- Epona's Hoofbeat +- Fabulae Togatae +- Fenixwrights +- Funeral Games of Tailteann +- Gubernatorial Research +- Hazard Fighters +- Headhunting +- Hippocratic Corps +- Hospitality +- Imperial Parades +- Large Loans +- Latrines +- Legally Enshrined +- Lingua Romana +- Marble Roads +- Market Forces +- Metropolitan Research +- Municipal Research +- Night Watch +- Officialdom +- Pax Amicitia +- Portitores +- Praetorian Pumps +- Public Funding +- Quartermastery +- Quinquiremes +- Recruitment Drive +- Right to Repair +- Sacral Spaces +- Sanitary Measures +- Seasoned to Taste +- Shrine Staffing +- Snuffing Sedition +- Solutio Ad Hominem +- The Art of Gift-Giving +- Trireme +- Via Tributum +- Villa Novation +- Villa Visitation +- Voluntary Vigilance +- Warmer Hospitality +- Watchtowers +- Well + +## Source + +- [anno.land - Alliance Treaties](https://anno.land/en/anno-117-skills/allianzvertraege/) diff --git a/docs/skills/aqua-arborica.md b/docs/skills/aqua-arborica.md new file mode 100644 index 0000000..2445dcd --- /dev/null +++ b/docs/skills/aqua-arborica.md @@ -0,0 +1,90 @@ +# Aqua Arborica + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economic | +| Type | Discovery | +| Knowledge Cost | 32,000 | + +## Description + +Aqua Arborica is an Economic skill that unlocks the ability for all plantations to benefit from irrigation via aqueducts. Economic skills primarily improve your production by enhancing production buildings, increasing your workforce, or unlocking entirely new mechanics. + +## Effects + +Unlocks: **Aqueduct Boost: Plantations** + +Allows all plantations to benefit from irrigation via aqueducts, increasing their productivity. + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. + +**Specific Requirements:** +- Choose the Roman path in Albion +- Host Mercators in your realm + +## Related Skills + +Other skills in the Economic category: + +- Albionic Research +- Untapped Soil +- Gobannus-Model Bellows +- Villa Retinue +- Paved Roads +- Better Bellows +- Beaver Bother +- Blind Faith +- Blood of Terra +- Depotism +- Depots +- The Flight of Birds +- Beneath Bedrock +- Deep Depots +- Drainage +- Cyclopedic Research +- Duct Irrigation +- Firmer Foundations +- Fish Markets +- Healthy Competition +- Abyssal Invocation +- Well-Ordered Warehouses +- Pier-to-Pier Trading +- Seaport Specification +- Hurried Horrea +- Raising Sluices +- Honeyed Arbour +- Hushing +- Quays +- Trading Post Improvements +- Warehouse Refinement +- Warehouse Organisation +- Latin Research +- Albionic Loyalists +- Mackerel Hauling +- Metallurgical Research +- Monumental Research +- Wetland Research +- Sewing Circles +- Replanting +- Phlogistic Research +- Albionic Pillars +- Harbourmastery +- Safe Havens +- Harbour Grandmastery +- Reservoirs +- Marsh Services +- Ulex & Agogae +- Vino Veritas +- Water Conservation +- Woodland Rebirth +- Extra Horse Power + +## Source + +- [anno.land - Aqua Arborica](https://anno.land/en/anno-117-skills/aqua-arborica/) diff --git a/docs/skills/armoursmithing.md b/docs/skills/armoursmithing.md new file mode 100644 index 0000000..a472e79 --- /dev/null +++ b/docs/skills/armoursmithing.md @@ -0,0 +1,91 @@ +# Armoursmithing + +**Entity Type:** Skill + +**German Name:** Ruestungsschmieden + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Discovery | +| Base Cost | 8,000 Knowledge | + +## Description + +Increases the odds for those who gamble with their lives. Military skills improve your military units on land and at sea, or unlock completely new unit types. You can also unlock powerful upgrades for your defensive buildings, including Towers, Walls, and Recruitment buildings. + +## Effects + +| Effect Type | Target | Value | +|-------------|--------|-------| +| Unlock | Armour Chain | Enabled | + +## Unlock Requirements + +This is a Discovery-type skill. To research it, you must first reach it via a research path in the skill tree. Once the path is reached and you have 8,000 Knowledge, you can unlock this skill. + +## Related Skills + +Other Military category skills include: +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover Positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manouvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisional Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/ruestungsschmieden/) diff --git a/docs/skills/art-of-giving.md b/docs/skills/art-of-giving.md new file mode 100644 index 0000000..9ac70a9 --- /dev/null +++ b/docs/skills/art-of-giving.md @@ -0,0 +1,92 @@ +# The Art of Gift-Giving + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Knowledge Cost | 92,000 | + +## Description + +The Art of Gift-Giving is a Civic skill that unlocks the ability to make large gifts to other Governors. Civic skills provide many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medicis, Vigiles, and Custodias. Civic skills greatly facilitate the management of your cities. + +## Effects + +| Effect | Description | +|--------|-------------| +| Unlocks | Large Gifts | +| Benefit | Allows you to gift large amounts of money to other Governors in exchange for their favour | + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. + +## Related Skills + +Other skills in the Civic category: + +- Aleatoria +- Alliance Treaties +- Asclepian Codices +- Cerere et Baccho +- Cognoscentic Research +- Cohabitive Collaboration +- Concordance Research +- Conservation Ordinance +- Cult of Cernunnos +- Cult of Epona +- Cult of Mercury-Lugus +- Cult of Minerva +- Day Watch +- Devotional Research +- Empyrean Research +- Epona's Hoofbeat +- Fabulae Togatae +- Fenixwrights +- Funeral Games of Tailteann +- Gubernatorial Research +- Hazard Fighters +- Headhunting +- Hippocratic Corps +- Hospitality +- Imperial Parades +- Large Loans +- Latrines +- Legally Enshrined +- Lingua Romana +- Marble Roads +- Market Forces +- Metropolitan Research +- Municipal Research +- Night Watch +- Officialdom +- Pax Amicitia +- Portitores +- Praetorian Pumps +- Public Funding +- Quartermastery +- Quinquiremes +- Recruitment Drive +- Right to Repair +- Sacral Spaces +- Sanitary Measures +- Seasoned to Taste +- Shrine Staffing +- Snuffing Sedition +- Solutio Ad Hominem +- Trireme +- Via Tributum +- Villa Novation +- Villa Visitation +- Voluntary Vigilance +- Warmer Hospitality +- Watchtowers +- Well + +## Source + +- [anno.land - The Art of Gift-Giving](https://anno.land/en/anno-117-skills/die-kunst-des-schenkens/) diff --git a/docs/skills/asclepius-codices.md b/docs/skills/asclepius-codices.md new file mode 100644 index 0000000..a63a21e --- /dev/null +++ b/docs/skills/asclepius-codices.md @@ -0,0 +1,97 @@ +# Asclepian Codices + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Knowledge Cost | 360,000 | + +## Description + +Asclepian Codices is a Civic skill that improves the efficiency of your Medici (disease-fighting squads). When unlocked, disease-fighting squads heal affected buildings more quickly, reducing the time it takes to clear disease outbreaks in your settlements. + +Civic skills offer many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medici, Vigiles, and Custodes. Civic skills make managing your cities significantly easier. + +## Effects + +Grants Effect: **Medici** + +| Scope | Effect | Value | +|-------|--------|-------| +| Medici | Response time | -20% | + +Disease-fighting squads heal affected buildings more quickly. + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Civic category: + +- Aleatoria +- Alliance Treaties +- Cerere et Baccho +- Cohabitive Collaboration +- Cognoscentic Research +- Concordance Research +- Conservation Ordinance +- Cult of Cernunnos +- Cult of Epona +- Cult of Mercury-Lugus +- Cult of Minerva +- Day Watch +- Devotional Research +- Empyrean Research +- Epona's Hoofbeat +- Fabulae Togatae +- Fenixwrights +- Gubernatorial Research +- Hazard Fighters +- Headhunting +- Hippocratic Corps +- Hospitality +- Imperial Parades +- Large Loans +- Latrines +- Legally Enshrined +- Lingua Romana +- Marble Roads +- Market Forces +- Metropolitan Research +- Municipal Research +- Night Watch +- Officialdom +- Pax Amicitia +- Populist Research +- Portitores +- Praetorian Pumps +- Public Funding +- Quartermastery +- Quinquiremes +- Recruitment Drive +- Right to Repair +- Sacral Spaces +- Sanitary Measures +- Seasoned to Taste +- Shrine Staffing +- Snuffing Sedition +- Solutio Ad Hominem +- The Art of Gift-Giving +- Trireme +- Via Tributum +- Villa Novation +- Villa Visitation +- Voluntary Vigilance +- Warmer Hospitality +- Watchtowers +- Well + +## Source + +- [anno.land - Asclepian Codices](https://anno.land/en/anno-117-skills/asklepios-kodizes/) diff --git a/docs/skills/attractive-markets.md b/docs/skills/attractive-markets.md new file mode 100644 index 0000000..0507b29 --- /dev/null +++ b/docs/skills/attractive-markets.md @@ -0,0 +1,93 @@ +# Market Forces + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Knowledge Cost | 4,800 | + +## Description + +Market Forces is a Civic skill that increases the effect range of Markets by 25% on all islands. This allows residences and other buildings to benefit from nearby Markets at a greater distance. Civic skills provide many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medicis, Vigiles, and Custodias. Civic skills greatly facilitate the management of your cities. + +## Effects + +| Effect | Scope | Description | +|--------|-------|-------------| +| Effect range of Markets | All islands | +25% | + +Increases the distance at which residences and other buildings benefit from nearby Markets. + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. + +## Related Skills + +Other skills in the Civic category: + +- Aleatoria +- Alliance Treaties +- Asclepian Codices +- Cerere et Baccho +- Cognoscentic Research +- Cohabitive Collaboration +- Concordance Research +- Conservation Ordinance +- Cult of Cernunnos +- Cult of Epona +- Cult of Mercury-Lugus +- Cult of Minerva +- Day Watch +- Devotional Research +- Empyrean Research +- Epona's Hoofbeat +- Fabulae Togatae +- Fenixwrights +- Funeral Games of Tailteann +- Gubernatorial Research +- Hazard Fighters +- Headhunting +- Hippocratic Corps +- Hospitality +- Imperial Parades +- Large Loans +- Latrines +- Legally Enshrined +- Lingua Romana +- Marble Roads +- Metropolitan Research +- Municipal Research +- Night Watch +- Officialdom +- Pax Amicitia +- Portitores +- Praetorian Pumps +- Public Funding +- Quartermastery +- Quinquiremes +- Recruitment Drive +- Right to Repair +- Sacral Spaces +- Sanitary Measures +- Seasoned to Taste +- Shrine Staffing +- Snuffing Sedition +- Solutio Ad Hominem +- The Art of Gift-Giving +- Trireme +- Via Tributum +- Villa Novation +- Villa Visitation +- Voluntary Vigilance +- Warmer Hospitality +- Watchtowers +- Well + +## Source + +- [anno.land - Market Forces](https://anno.land/en/anno-117-skills/attraktive-maerkte/) diff --git a/docs/skills/aux-in-aux-out.md b/docs/skills/aux-in-aux-out.md new file mode 100644 index 0000000..6608791 --- /dev/null +++ b/docs/skills/aux-in-aux-out.md @@ -0,0 +1,92 @@ +# Aux In, Aux Out + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Discovery | +| Knowledge Cost | 180,000 | + +## Description + +Aux In, Aux Out is a Military skill that increases the capacity for stationing Garrison Auxilia in your Villas. This skill allows you to bolster your defensive capabilities by housing additional auxiliary troops within residential buildings. + +## Effects + +| Effect | Value | +|--------|-------| +| Garrison Auxilia Available | +1 | + +Allows you to station more Garrison Auxilia in your Villas. + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Military category: + +- Aegis Research +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manouvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisinal Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armousmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +- [anno.land - Aux In, Aux Out](https://anno.land/en/anno-117-skills/aux-in-aux-out/) diff --git a/docs/skills/axe-bearers.md b/docs/skills/axe-bearers.md new file mode 100644 index 0000000..16b4441 --- /dev/null +++ b/docs/skills/axe-bearers.md @@ -0,0 +1,96 @@ +# Axe-Bearers + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Discovery | +| Knowledge Cost | 4,000 | + +## Description + +Axe-Bearers is a Military skill that unlocks the Axe-Bearers military unit. Military skills improve your land and naval military units or unlock completely new unit types. They also allow you to unlock powerful upgrades for defensive buildings including Towers, Walls, and recruitment buildings. + +## Effects + +| Effect | Description | +|--------|-------------| +| Unlocks | Axe-Bearers | + +Equipped solely with trousers and two-headed axes, Axe-Bearers dominate melee combat, but are susceptible to ranged attacks. Heavy axes perform well against enemies behind shields and armour. + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. + +**Special Requirements:** +- Choose the Celtic path in Albion +- Host Smiths in your realm + +## Related Skills + +Other skills in the Military category: + +- Aegis Research +- Aux In, Aux Out +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manouvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisinal Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armousmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +- [anno.land - Axe-Bearers](https://anno.land/en/anno-117-skills/axttraeger/) diff --git a/docs/skills/balearic-ballistics.md b/docs/skills/balearic-ballistics.md new file mode 100644 index 0000000..5deb28c --- /dev/null +++ b/docs/skills/balearic-ballistics.md @@ -0,0 +1,93 @@ +# Balearic Ballistics + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Discovery | +| Knowledge Cost | 92,000 | + +## Description + +Balearic Ballistics is a Military skill that improves the stats of all Slinger troops. The Balearic slingers were renowned ancient warriors from the Balearic Islands, famous for their exceptional accuracy and range with sling weapons. + +## Effects + +Grants Effect: **Slinger** + +| Stat | Bonus | +|------|-------| +| Accuracy | +10% | +| Ranged offence | +1 | + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Military category: + +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manouvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisinal Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armousmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +- [anno.land - Balearic Ballistics](https://anno.land/en/anno-117-skills/balearische-ballistik/) diff --git a/docs/skills/bargain-palisades.md b/docs/skills/bargain-palisades.md new file mode 100644 index 0000000..78d6482 --- /dev/null +++ b/docs/skills/bargain-palisades.md @@ -0,0 +1,92 @@ +# Bargain Palisades + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Discovery | +| Knowledge Cost | 110,000 | + +## Description + +Bargain Palisades is a Military skill that unlocks the Wooden Wall Discount effect. This skill reduces the construction costs for wooden defensive structures, making early-game fortifications more economically viable. + +## Effects + +Grants Effect: **Wooden Wall Discount** + +| Effect | Description | +|--------|-------------| +| Construction Cost | Halved construction costs for all wooden Walls and wooden Gates | + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Military category: + +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manouvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Pro Domo +- Provisinal Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armousmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +- [anno.land - Bargain Palisades](https://anno.land/en/anno-117-skills/preiswerte-palisaden/) diff --git a/docs/skills/beaver-bother.md b/docs/skills/beaver-bother.md new file mode 100644 index 0000000..598006d --- /dev/null +++ b/docs/skills/beaver-bother.md @@ -0,0 +1,92 @@ +# Beaver Bother + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economy | +| Type | Discovery | +| Knowledge Cost | 750,000 | + +## Description + +Beaver Bother is an Economy skill that enhances Beaver Trapper buildings with improved productivity and terrain flexibility. Economy skills primarily improve production by enhancing production buildings, increasing the number of workers available, or unlocking completely new mechanics. + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. + +## Effects + +| Effect | Target | Description | +|--------|--------|-------------| +| Productivity | Beaver Trapper | +25% | +| Terrain | Beaver Trapper | Can use forests | +| Terrain | Beaver Trapper | Can use meadows | +| Placement | Beaver Trapper | Can be placed at the edge of marshes with no loss in productivity | + +## Unlock Requirements + +- **Knowledge Required:** 750,000 Knowledge +- **Type:** Discovery (must be reached via a research path) + +## Related Skills + +Other skills in the Economy category: + +- Albionic Research +- Aqua Arborica +- Untapped Soil +- Gobannus-Model Bellows +- Villa Retinue +- Paved Roads +- Better Bellows +- The Flight of Birds +- Blind Faith +- Blood of Terra +- Depotism +- Depots +- Beneath Bedrock +- Deep Depots +- Drainage +- Cyclopedic Research +- Duct Irrigation +- Firmer Foundations +- Fish Markets +- Healthy Competition +- Abyssal Invocation +- Well-Ordered Warehouses +- Pier-to-Pier Trading +- Seaport Specification +- Hurried Horrea +- Raising Sluices +- Honeyed Arbour +- Hushing +- Quays +- Trading Post Improvements +- Warehouse Refinement +- Warehouse Organisation +- Latin Research +- Albionic Loyalists +- Mackerel Hauling +- Metallurgical Research +- Monumental Research +- Wetland Research +- Sewing Circles +- Replanting +- Phlogistic Research +- Albionic Pillars +- Harbourmastery +- Safe Havens +- Harbour Grandmastery +- Reservoirs +- Marsh Services +- Ulex & Agogae +- Vino Veritas +- Water Conservation +- Woodland Rebirth +- Extra Horse Power + +## Source + +- [anno.land - Beaver Bother](https://anno.land/en/anno-117-skills/biberjagd/) diff --git a/docs/skills/bellows-of-gobannus.md b/docs/skills/bellows-of-gobannus.md new file mode 100644 index 0000000..bd92534 --- /dev/null +++ b/docs/skills/bellows-of-gobannus.md @@ -0,0 +1,84 @@ +# Gobannus-Model Bellows + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economy | +| Type | Discovery | +| Knowledge Cost | 750,000 | + +## Description + +Gobannus-Model Bellows is an Economy skill that improves fuel efficiency for coal-dependent buildings. Economy skills primarily improve production by enhancing production buildings, increasing the number of workers available, or unlocking completely new mechanics. Gobannus is the Celtic god of smithing, making this skill particularly fitting for forge and smelting operations. + +## Effects + +| Effect | Description | +|--------|-------------| +| Coal-dependent Buildings | Fuel efficiency +30% | +| Benefit | Buildings that consume Fuel can run for longer on the same amount of Fuel | + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. + +**Knowledge Required:** 750,000 Knowledge + +## Related Skills + +Other skills in the Economy category: + +- Albionic Research +- Aqua Arborica +- Better Bellows +- Beneath Bedrock +- Blind Faith +- Blood of Terra +- Depotism +- Depots +- Deep Depots +- Drainage +- Duct Irrigation +- Extra Horse Power +- Firmer Foundations +- Fish Markets +- Harbour Grandmastery +- Harbourmastery +- Healthy Competition +- Honeyed Arbour +- Hurried Horrea +- Hushing +- Latin Research +- Mackerel Hauling +- Marsh Services +- Metallurgical Research +- Monumental Research +- Paved Roads +- Phlogistic Research +- Pier-to-Pier Trading +- Quays +- Raising Sluices +- Replanting +- Reservoirs +- Safe Havens +- Seaport Specification +- Sewing Circles +- The Flight of Birds +- Trading Post Improvements +- Ulex & Agogae +- Untapped Soil +- Villa Retinue +- Vino Veritas +- Warehouse Organisation +- Warehouse Refinement +- Water Conservation +- Well-Ordered Warehouses +- Wetland Research +- Woodland Rebirth + +## Source + +- [anno.land - Gobannus-Model Bellows](https://anno.land/en/anno-117-skills/baelge-des-gobannus/) diff --git a/docs/skills/beneath-bedrock.md b/docs/skills/beneath-bedrock.md new file mode 100644 index 0000000..4e6c273 --- /dev/null +++ b/docs/skills/beneath-bedrock.md @@ -0,0 +1,88 @@ +# Beneath Bedrock + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economic | +| Type | Repeatable Research | +| Knowledge Cost | 1.5M (initial) | + +## Description + +Beneath Bedrock is an Economic skill that increases the productivity of your mining operations. This is a Repeatable Research skill, meaning it can be researched multiple times. However, the cost increases significantly with each level. + +## Effects + +Grants Effect: **Mines** + +| Stat | Bonus | +|------|-------| +| Productivity | +5% | + +## Unlock Requirements + +This is a Repeatable Research skill, which are the most expensive research options and are located at the end of the skill tree. The special feature of these skills is that they can be researched over and over again. However, their costs and thus the required research time increase drastically with each level. The first research costs 1.5 million Knowledge. + +## Related Skills + +Other skills in the Economic category: + +- Albionic Research +- Aqua Arborica +- Untapped Soil +- Gobannus-Model Bellows +- Villa Retinue +- Paved Roads +- Better Bellows +- Beaver Bother +- Blind Faith +- Blood of Terra +- Depotism +- Depots +- The Flight of Birds +- Deep Depots +- Drainage +- Cyclopedic Research +- Duct Irrigation +- Firmer Foundations +- Fish Markets +- Healthy Competition +- Abyssal Invocation +- Well-Ordered Warehouses +- Pier-to-Pier Trading +- Seaport Specification +- Hurried Horrea +- Raising Sluices +- Honeyed Arbour +- Hushing +- Quays +- Trading Post Improvements +- Warehouse Refinement +- Warehouse Organisation +- Latin Research +- Albionic Loyalists +- Mackerel Hauling +- Metallurgical Research +- Monumental Research +- Wetland Research +- Sewing Circles +- Replanting +- Phlogistic Research +- Albionic Pillars +- Harbourmastery +- Safe Havens +- Harbour Grandmastery +- Reservoirs +- Marsh Services +- Ulex & Agogae +- Vino Veritas +- Water Conservation +- Woodland Rebirth +- Extra Horse Power + +## Source + +- [anno.land - Beneath Bedrock](https://anno.land/en/anno-117-skills/die-tiefen-des-berges/) diff --git a/docs/skills/better-bellows.md b/docs/skills/better-bellows.md new file mode 100644 index 0000000..a98b335 --- /dev/null +++ b/docs/skills/better-bellows.md @@ -0,0 +1,92 @@ +# Better Bellows + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economic | +| Type | Discovery | +| Knowledge Cost | 4,000 | + +## Description + +Better Bellows is an Economic skill that improves fuel efficiency for coal-dependent buildings. Bellows are devices used to blow air into a fire, increasing combustion efficiency. This skill represents improved bellows technology that allows buildings to run longer on the same amount of fuel. + +## Effects + +Grants Effect: **Coal-dependent Buildings** + +| Stat | Bonus | +|------|-------| +| Fuel efficiency | +20% | + +Buildings that consume Fuel can run for longer on the same amount of Fuel. + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. + +**Prerequisite:** Choose the Roman path in Albion and host Mercators in your realm. + +## Related Skills + +Other skills in the Economic category: + +- Albionic Research +- Aqua Arborica +- Untapped Soil +- Gobannus-Model Bellows +- Villa Retinue +- Paved Roads +- Beaver Bother +- Blind Faith +- Blood of Terra +- Depotism +- Depots +- The Flight of Birds +- Beneath Bedrock +- Deep Depots +- Drainage +- Cyclopedic Research +- Duct Irrigation +- Firmer Foundations +- Fish Markets +- Healthy Competition +- Abyssal Invocation +- Well-Ordered Warehouses +- Pier-to-Pier Trading +- Seaport Specification +- Hurried Horrea +- Raising Sluices +- Honeyed Arbour +- Hushing +- Quays +- Trading Post Improvements +- Warehouse Refinement +- Warehouse Organisation +- Latin Research +- Albionic Loyalists +- Mackerel Hauling +- Metallurgical Research +- Monumental Research +- Wetland Research +- Sewing Circles +- Replanting +- Phlogistic Research +- Albionic Pillars +- Harbourmastery +- Safe Havens +- Harbour Grandmastery +- Reservoirs +- Marsh Services +- Ulex & Agogae +- Vino Veritas +- Water Conservation +- Woodland Rebirth +- Extra Horse Power + +## Source + +- [anno.land - Better Bellows](https://anno.land/en/anno-117-skills/bessere-baelge/) diff --git a/docs/skills/blind-obedience.md b/docs/skills/blind-obedience.md new file mode 100644 index 0000000..e72d8b2 --- /dev/null +++ b/docs/skills/blind-obedience.md @@ -0,0 +1,92 @@ +# Blind Faith + +**Entity Type:** Skill + +**German Name:** Blinder Gehorsam + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economic | +| Type | Discovery | +| Cost | 128,000 Knowledge | +| Region | Latium | + +## Description + +Blind Faith is an Economic skill that enhances workforce capacity through the Governor Villa. This Discovery-type skill requires reaching it through the research tree, meaning players must first unlock prerequisite skills before being able to research it. + +## Effects + +| Effect Type | Target | Value | +|-------------|--------|-------| +| Plebeian Workforce | Governor Villa | +50 | + +The Governor Villa provides the above workforce bonus when this skill is active in Latium. + +## Unlock Requirements + +- **Skill Type:** Discovery - Must be reached through a research path in the skill tree +- **Cost:** 128,000 Knowledge +- **Prerequisites:** Requires reaching the skill through prior research nodes + +## Related Skills + +Other Economic category skills include: +- Albionic Research +- Aqua Arborica +- Untapped Soil +- Gobannus-Model Bellows +- Villa Retinue +- Paved Roads +- Better Bellows +- Beaver Bother +- Blood of Terra +- Depotism +- Depots +- The Flight of Birds +- Beneath Bedrock +- Deep Depots +- Drainage +- Cyclopedic Research +- Duct Irrigation +- Firmer Foundations +- Fish Markets +- Healthy Competition +- Abyssal Invocation +- Well-Ordered Warehouses +- Pier-to-Pier Trading +- Seaport Specification +- Hurried Horrea +- Raising Sluices +- Honeyed Arbour +- Hushing +- Quays +- Trading Post Improvements +- Warehouse Refinement +- Warehouse Organisation +- Latin Research +- Albionic Loyalists +- Mackerel Hauling +- Metallurgical Research +- Monumental Research +- Wetland Research +- Sewing Circles +- Replanting +- Phlogistic Research +- Albionic Pillars +- Harbourmastery +- Safe Havens +- Harbour Grandmastery +- Reservoirs +- Marsh Services +- Ulex & Agogae +- Vino Veritas +- Water Conservation +- Woodland Rebirth +- Extra Horse Power + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/blinder-gehorsam/) diff --git a/docs/skills/blood-of-terra.md b/docs/skills/blood-of-terra.md new file mode 100644 index 0000000..8d5a23a --- /dev/null +++ b/docs/skills/blood-of-terra.md @@ -0,0 +1,90 @@ +# Blood of Terra + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economy | +| Type | Discovery | +| Knowledge Cost | 46,000 | + +## Description + +Blood of Terra is an Economy skill that allows Iron Mines to produce iron even without Iron Deposits, though at reduced productivity. This skill is invaluable for islands that lack natural iron deposits, enabling players to establish iron production anywhere. + +## Effects + +Grants Effect: **All Islands** + +| Effect | Value | +|--------|-------| +| Iron Deposit | 50% | + +Allows Iron Mines to produce even without Iron Deposits, albeit with reduced productivity. + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Economy category: + +- Albionic Research +- Aqua Arborica +- Untapped Soil +- Gobannus-Model Bellows +- Villa Retinue +- Paved Roads +- Better Bellows +- Beaver Bother +- Blind Faith +- Depotism +- Depots +- The Flight of Birds +- Beneath Bedrock +- Deep Depots +- Drainage +- Cyclopedic Research +- Duct Irrigation +- Firmer Foundations +- Fish Markets +- Healthy Competition +- Abyssal Invocation +- Well-Ordered Warehouses +- Pier-to-Pier Trading +- Seaport Specification +- Hurried Horrea +- Raising Sluices +- Honeyed Arbour +- Hushing +- Quays +- Trading Post Improvements +- Warehouse Refinement +- Warehouse Organisation +- Latin Research +- Albionic Loyalists +- Mackerel Hauling +- Metallurgical Research +- Monumental Research +- Wetland Research +- Sewing Circles +- Replanting +- Phlogistic Research +- Albionic Pillars +- Harbourmastery +- Safe Havens +- Harbour Grandmastery +- Reservoirs +- Marsh Services +- Ulex & Agogae +- Vino Veritas +- Water Conservation +- Woodland Rebirth +- Extra Horse Power + +## Source + +- [anno.land - Blood of Terra](https://anno.land/en/anno-117-skills/blut-von-terra/) diff --git a/docs/skills/carpe-civitas.md b/docs/skills/carpe-civitas.md new file mode 100644 index 0000000..1e469a5 --- /dev/null +++ b/docs/skills/carpe-civitas.md @@ -0,0 +1,94 @@ +# Carpe Civitas + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Discovery | +| Knowledge Cost | 8,000 | + +## Description + +Carpe Civitas is a Military skill that enhances infantry units' ability to destroy enemy buildings. The Latin phrase "Carpe Civitas" translates to "Seize the City," reflecting this skill's focus on improving offensive siege capabilities through faster building destruction. + +## Effects + +Grants Effect: **Infantry** + +| Stat | Bonus | +|------|-------| +| Torching speed | +50% | + +Infantry damage buildings more quickly with their torches. + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Military category: + +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Cover positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manouvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisinal Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armousmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +- [anno.land - Carpe Civitas](https://anno.land/en/anno-117-skills/carpe-civitas/) diff --git a/docs/skills/cataphractarii.md b/docs/skills/cataphractarii.md new file mode 100644 index 0000000..b33449a --- /dev/null +++ b/docs/skills/cataphractarii.md @@ -0,0 +1,92 @@ +# Cataphractarii + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Discovery | +| Knowledge Cost | 180,000 | + +## Description + +Cataphractarii is a Military skill that improves the stats of all Cavalry troops. The Cataphractarii were heavily armoured cavalry units, known for their formidable protective equipment that covered both rider and horse. + +## Effects + +Grants Effect: **Cavalry** + +| Stat | Bonus | +|------|-------| +| Armour Protection | +1 | + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Military category: + +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manouvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisinal Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armousmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +- [anno.land - Cataphractarii](https://anno.land/en/anno-117-skills/kataphrakte/) diff --git a/docs/skills/catapult-carriers.md b/docs/skills/catapult-carriers.md new file mode 100644 index 0000000..4fbf424 --- /dev/null +++ b/docs/skills/catapult-carriers.md @@ -0,0 +1,96 @@ +# Catapult Carriers + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Discovery | +| Knowledge Cost | 110,000 | + +## Description + +Catapult Carriers is a Military skill that unlocks the Ship Catapults module for naval vessels. Catapults provide high range but low fire rate, making them ideal for targeting enemies for devastating results. + +## Effects + +Unlocks: **Ship Catapults** + +Ship Catapults are naval weapons with the following characteristics: + +| Attribute | Value | +|-----------|-------| +| Range | High | +| Fire Rate | Low | +| Damage | High (devastating) | + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Military category: + +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manouvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisinal Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armousmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +- [anno.land - Catapult Carriers](https://anno.land/en/anno-117-skills/schwimmendes-katapult/) diff --git a/docs/skills/cautious-greeting.md b/docs/skills/cautious-greeting.md new file mode 100644 index 0000000..888a824 --- /dev/null +++ b/docs/skills/cautious-greeting.md @@ -0,0 +1,90 @@ +# Cautious Greeting + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Discovery | +| Knowledge Cost | 64,000 | + +## Description + +Cautious Greeting is a Military skill that unlocks the ability to place defensive towers in water. This allows players to extend their defensive perimeter beyond the coastline and protect naval approaches to their islands. + +## Effects + +| Effect | Description | +|--------|-------------| +| Unlocks | Allows the placement of Towers in water | + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Military category: + +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manouvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisinal Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armousmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Tacking +- Target Practice + +## Source + +- [anno.land - Cautious Greeting](https://anno.land/en/anno-117-skills/vorsichtige-begruessung/) diff --git a/docs/skills/cerere-et-baccho.md b/docs/skills/cerere-et-baccho.md new file mode 100644 index 0000000..13f6c32 --- /dev/null +++ b/docs/skills/cerere-et-baccho.md @@ -0,0 +1,98 @@ +# Cerere et Baccho + +**Entity Type:** Skill + +**German Name:** Cerere et Baccho + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Base Cost | 750,000 Knowledge | + +## Description + +Cerere et Baccho is a Civic category skill that unlocks Beer as a need for all population tiers in Latium. The name references Ceres and Bacchus, the Roman deities of grain and wine respectively. Civic skills offer many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medici, Vigiles, and Custodes. Civic skills make managing your cities significantly easier. + +As a Discovery type skill, it makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it through a research path. Some discoveries require additional conditions to unlock, such as hosting a specific population type in Albion. + +## Effects + +| Effect Type | Target | Value | +|-------------|--------|-------| +| Unlock Need | Beer Demand in Latium | Causes Beer to become a need for all population tiers in Latium | + +## Unlock Requirements + +- **Knowledge Required:** 750,000 Knowledge +- **Research Path:** Must be reached through the Civic skill tree + +## Related Skills + +Other Civic category skills include: +- Aleatoria +- Alliance Treaties +- Headhunting +- Asclepian Codices +- Market Forces +- Snuffing Sedition +- Well +- The Art of Gift-Giving +- Empyrean Research +- Cult of Epona +- Epona's Hoofbeat +- Artificer Intelligence +- Conservation Ordinance +- Cognoscentic Research +- Fabulae Togatae +- Voluntary Vigilance +- Hospitality +- Hazard Fighters +- Seasoned to Taste +- Shrine Staffing +- Large Loans +- Metropolitan Research +- Warmer Hospitality +- Officialdom +- Hippocratic Corps +- Imperial Parades +- Recruitment Drive +- Concordance Research +- Cult of Minerva +- Cult of Cernunnos +- Cult of Mercury-Lugus +- Latrines +- Lingua Romana +- Marble Roads +- Night Watch +- Villa Novation +- Public Funding +- Aesthetic Aedificator +- Pax Amicitia +- Fenixwrights +- Portitores +- Gubernatorial Research +- Praetorian Pumps +- Cohabitive Collaboration +- Quartermastery +- Quinquiremes +- Right to Repair +- Sanitary Measures +- Sacral Spaces +- Legally Enshrined +- Solutio Ad Hominem +- Funeral Games of Tailteann +- Municipal Research +- Day Watch +- Trireme +- Devotional Research +- Via Tributum +- Villa Visitation +- Populist Research +- Watchtowers + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/cerere-et-baccho/) diff --git a/docs/skills/chariots.md b/docs/skills/chariots.md new file mode 100644 index 0000000..5108870 --- /dev/null +++ b/docs/skills/chariots.md @@ -0,0 +1,90 @@ +# Chariots + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Discovery | +| Knowledge Cost | 180,000 | + +## Description + +Considered quaint by many Romans, Chariots are not to be underestimated. Using their manoeuvrability to harass the enemy line at range, they thrive in exploiting enemy weaknesses. + +## Effects + +**Unlocks:** Chariots + +This skill unlocks the Chariot military unit, allowing you to recruit and deploy Chariots in combat. + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Military category: + +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manouvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisinal Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armousmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +- [anno.land - Chariots](https://anno.land/en/anno-117-skills/streitwagen/) diff --git a/docs/skills/clever-minds.md b/docs/skills/clever-minds.md new file mode 100644 index 0000000..d9a5764 --- /dev/null +++ b/docs/skills/clever-minds.md @@ -0,0 +1,96 @@ +# Recruitment Drive (Clever Minds) + +A Civic category skill that grants legendary specialists focused on Culture, Religion, or Research. + +## Basic Information + +| Field | Value | +|-------|-------| +| **English Name** | Recruitment Drive | +| **German Name** | Kluge Koepfe | +| **Translation** | Clever Minds | +| **Category** | Civic | +| **Skill Type** | Repeatable Research | +| **Initial Cost** | 1,500,000 Knowledge | + +## Effect + +Yields a randomly-selected **Legendary Specialist** focusing on one of the following areas: +- Culture +- Religion +- Research + +## Notes + +- This is a **Repeatable Research** skill, meaning it can be researched multiple times +- Each subsequent research increases the cost significantly +- Located at the end of the Civic skill tree branch +- Provides one of the most valuable rewards: Legendary-tier specialists + +## Related Skills + +Other Civic category skills include: +- Aleatoria +- Alliance Treaties +- Headhunting +- Asclepian Codices +- Market Forces +- Snuffing Sedition +- Well +- Cerere et Baccho +- The Art of Gift-Giving +- Empyrean Research +- Cult of Epona +- Epona's Hoofbeat +- Artificer Intelligence +- Conservation Ordinance +- Cognoscentic Research +- Fabulae Togatae +- Voluntary Vigilance +- Hospitality +- Hazard Fighters +- Seasoned to Taste +- Shrine Staffing +- Large Loans +- Metropolitan Research +- Warmer Hospitality +- Officialdom +- Hippocratic Corps +- Imperial Parades +- Concordance Research +- Cult of Minerva +- Cult of Cernunnos +- Cult of Mercury-Lugus +- Latrines +- Lingua Romana +- Marble Roads +- Night Watch +- Villa Novation +- Public Funding +- Aesthetic Aedificator +- Pax Amicitia +- Fenixwrights +- Portitores +- Gubernatorial Research +- Praetorian Pumps +- Cohabitive Collaboration +- Quartermastery +- Quinquiremes +- Right to Repair +- Sanitary Measures +- Sacral Spaces +- Legally Enshrined +- Solutio Ad Hominem +- Funeral Games of Tailteann +- Municipal Research +- Day Watch +- Trireme +- Devotional Research +- Via Tributum +- Villa Visitation +- Populist Research +- Watchtowers + +## Source + +- [Anno.land Skills Database](https://anno.land/en/anno-117-skills/kluge-koepfe/) diff --git a/docs/skills/co-ordinated-volleys.md b/docs/skills/co-ordinated-volleys.md new file mode 100644 index 0000000..14167fd --- /dev/null +++ b/docs/skills/co-ordinated-volleys.md @@ -0,0 +1,91 @@ +# Co-ordinated Volleys + +**Entity Type:** Skill + +**German Name:** Koordinierte Salven + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Discovery | +| Base Cost | 11,800 Knowledge | + +## Description + +Increases the attack speed of all defensive Towers. This skill is part of the Military category, which improves military units on land and sea, unlocks new unit types, and provides upgrades for defensive buildings including Towers, Walls, and recruitment buildings. + +## Effects + +| Effect Type | Target | Value | +|-------------|--------|-------| +| Attack speed | Towers | +10% | + +## Unlock Requirements + +As a Discovery type skill, Co-ordinated Volleys must be reached through a research path in the skill tree. It requires 11,800 Knowledge to unlock. + +## Related Skills + +Other Military category skills include: +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover Positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manouvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisional Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armoursmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/koordinierte-salven/) diff --git a/docs/skills/concordance-research.md b/docs/skills/concordance-research.md new file mode 100644 index 0000000..afb6540 --- /dev/null +++ b/docs/skills/concordance-research.md @@ -0,0 +1,95 @@ +# Concordance Research + +**Entity Type:** Skill + +**German Name:** Konkordanzforschung + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Inspiration | + +## Description + +Concordance Research is a Civic category Inspiration skill in Anno 117. Civic skills offer many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medici, Vigiles, and Custodes. Civic skills make managing your cities significantly easier. + +As an Inspiration type skill, it is placed deeper in the research tree and must be unlocked. Each Inspiration node has two conditions: you need a certain amount of generated Knowledge, and you must fulfill another requirement (e.g., building a specific structure or reaching a milestone). Once you have unlocked a node, you can use it as a starting point for further research. + +## Effects + +This skill serves as an Inspiration node, unlocking additional research paths in the Civic skill tree. + +## Unlock Requirements + +- **Knowledge Required:** 1,701 Knowledge +- **Special Condition:** Have 500 Romanised and 500 Celtic Population + +## Related Skills + +Other Civic category skills include: +- Aleatoria +- Alliance Treaties +- Headhunting +- Asclepian Codices +- Market Forces +- Snuffing Sedition +- Well +- Cerere et Baccho +- The Art of Gift-Giving +- Empyrean Research +- Cult of Epona +- Epona's Hoofbeat +- Artificer Intelligence +- Conservation Ordinance +- Cognoscentic Research +- Fabulae Togatae +- Voluntary Vigilance +- Hospitality +- Hazard Fighters +- Seasoned to Taste +- Shrine Staffing +- Large Loans +- Metropolitan Research +- Warmer Hospitality +- Officialdom +- Hippocratic Corps +- Imperial Parades +- Recruitment Drive +- Cult of Minerva +- Cult of Cernunnos +- Cult of Mercury-Lugus +- Latrines +- Lingua Romana +- Marble Roads +- Night Watch +- Villa Novation +- Public Funding +- Aesthetic Aedificator +- Pax Amicitia +- Fenixwrights +- Portitores +- Gubernatorial Research +- Praetorian Pumps +- Cohabitive Collaboration +- Quartermastery +- Quinquiremes +- Right to Repair +- Sanitary Measures +- Sacral Spaces +- Legally Enshrined +- Solutio Ad Hominem +- Funeral Games of Tailteann +- Municipal Research +- Day Watch +- Trireme +- Devotional Research +- Via Tributum +- Villa Visitation +- Populist Research +- Watchtowers + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/konkordanzforschung/) diff --git a/docs/skills/conservation-decree.md b/docs/skills/conservation-decree.md new file mode 100644 index 0000000..2375ad0 --- /dev/null +++ b/docs/skills/conservation-decree.md @@ -0,0 +1,95 @@ +# Conservation Ordinance + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Knowledge Cost | Unknown | + +## Description + +Conservation Ordinance is a Civic skill that reduces water consumption for public services. Public buildings that use water will need less water to function, making water management more efficient across your cities. + +## Effects + +Grants Effect: **Water-dependent Public Services** + +| Scope | Effect | Value | +|-------|--------|-------| +| Water-dependent Public Services | Water consumption | -20% | + +Public Buildings that use water need less water to function. + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Civic category: + +- Aleatoria +- Alliance Treaties +- Asclepian Codices +- Cerere et Baccho +- Cohabitive Collaboration +- Cognoscentic Research +- Concordance Research +- Cult of Cernunnos +- Cult of Epona +- Cult of Mercury-Lugus +- Cult of Minerva +- Day Watch +- Devotional Research +- Empyrean Research +- Epona's Hoofbeat +- Fabulae Togatae +- Fenixwrights +- Gubernatorial Research +- Hazard Fighters +- Headhunting +- Hippocratic Corps +- Hospitality +- Imperial Parades +- Large Loans +- Latrines +- Legally Enshrined +- Lingua Romana +- Marble Roads +- Market Forces +- Metropolitan Research +- Municipal Research +- Night Watch +- Officialdom +- Pax Amicitia +- Populist Research +- Portitores +- Praetorian Pumps +- Public Funding +- Quartermastery +- Quinquiremes +- Recruitment Drive +- Right to Repair +- Sacral Spaces +- Sanitary Measures +- Seasoned to Taste +- Shrine Staffing +- Snuffing Sedition +- Solutio Ad Hominem +- The Art of Gift-Giving +- Trireme +- Via Tributum +- Villa Novation +- Villa Visitation +- Voluntary Vigilance +- Warmer Hospitality +- Watchtowers +- Well + +## Source + +- [anno.land - Conservation Ordinance](https://anno.land/en/anno-117-skills/erhaltungsverordnung/) diff --git a/docs/skills/cover-positions.md b/docs/skills/cover-positions.md new file mode 100644 index 0000000..f8e2343 --- /dev/null +++ b/docs/skills/cover-positions.md @@ -0,0 +1,93 @@ +# Cover Positions + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Discovery | +| Knowledge Cost | 36,000 | + +## Description + +Cover Positions is a Military skill that improves the stats of all Archer troops. This skill enhances archer units by boosting their morale and toughness, making them more effective in combat. + +## Effects + +Grants Effect: **Archers** + +| Stat | Bonus | +|------|-------| +| Morale | +50 | +| Toughness | +1 | + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Military category: + +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manouvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisinal Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armousmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +- [anno.land - Cover Positions](https://anno.land/en/anno-117-skills/deckungspositionen/) diff --git a/docs/skills/cult-of-cernunnos.md b/docs/skills/cult-of-cernunnos.md new file mode 100644 index 0000000..4a54a57 --- /dev/null +++ b/docs/skills/cult-of-cernunnos.md @@ -0,0 +1,101 @@ +# Cult of Cernunnos + +**Entity Type:** Skill + +**German Name:** Kult des Cernunnos + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Base Cost | 32,000 Knowledge | + +## Description + +Cult of Cernunnos is a Civic skill that unlocks Cernunnos, a Deity focused on forests, Albionic production, and the Health Attribute. This skill belongs to the Celtic religious path available in Albion. + +Civic skills offer many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medicis, Vigiles, and Custodias. Civic skills make managing your cities significantly easier. + +## Effects + +| Effect Type | Target | Value | +|-------------|--------|-------| +| Deity Unlock | Cernunnos | Enabled | + +## Unlock Requirements + +| Requirement | Description | +|-------------|-------------| +| Knowledge | 32,000 | +| Cultural Path | Choose the Celtic path in Albion | +| Population | Host Smiths in your realm | + +## Related Skills + +Other Civic category skills include: +- Aleatoria +- Alliance Treaties +- Headhunting +- Asclepian Codices +- Market Forces +- Snuffing Sedition +- Well +- Cerere et Baccho +- The Art of Gift-Giving +- Empyrean Research +- Cult of Epona +- Epona's Hoofbeat +- Artificer Intelligence +- Conservation Ordinance +- Cognoscentic Research +- Fabulae Togatae +- Voluntary Vigilance +- Hospitality +- Hazard Fighters +- Seasoned to Taste +- Shrine Staffing +- Large Loans +- Metropolitan Research +- Warmer Hospitality +- Officialdom +- Hippocratic Corps +- Imperial Parades +- Recruitment Drive +- Concordance Research +- Cult of Minerva +- Cult of Mercury-Lugus +- Latrines +- Lingua Romana +- Marble Roads +- Night Watch +- Villa Novation +- Public Funding +- Aesthetic Aedificator +- Pax Amicitia +- Fenixwrights +- Portitores +- Gubernatorial Research +- Praetorian Pumps +- Cohabitive Collaboration +- Quartermastery +- Quinquiremes +- Right to Repair +- Sanitary Measures +- Sacral Spaces +- Legally Enshrined +- Solutio Ad Hominem +- Funeral Games of Tailteann +- Municipal Research +- Day Watch +- Trireme +- Devotional Research +- Via Tributum +- Villa Visitation +- Populist Research +- Watchtowers + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/kult-des-cernunnos/) diff --git a/docs/skills/cult-of-epona.md b/docs/skills/cult-of-epona.md new file mode 100644 index 0000000..b7f1a70 --- /dev/null +++ b/docs/skills/cult-of-epona.md @@ -0,0 +1,101 @@ +# Cult of Epona + +**Entity Type:** Skill + +**German Name:** Epona-Kult + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Base Cost | 180,000 Knowledge | + +## Description + +Cult of Epona is a Civic skill that unlocks Epona, a Deity focused on animals, especially horses. This skill belongs to the Celtic religious path available in Albion. + +Civic skills offer many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medicis, Vigiles, and Custodias. Civic skills make managing your cities significantly easier. + +## Effects + +| Effect Type | Target | Value | +|-------------|--------|-------| +| Deity Unlock | Epona | Enabled | + +## Unlock Requirements + +| Requirement | Description | +|-------------|-------------| +| Knowledge | 180,000 | +| Cultural Path | Choose the Celtic path in Albion | +| Population | Host Elders in your realm | + +## Related Skills + +Other Civic category skills include: +- Aleatoria +- Alliance Treaties +- Headhunting +- Asclepian Codices +- Market Forces +- Snuffing Sedition +- Well +- Cerere et Baccho +- The Art of Gift-Giving +- Empyrean Research +- Epona's Hoofbeat +- Artificer Intelligence +- Conservation Ordinance +- Cognoscentic Research +- Fabulae Togatae +- Voluntary Vigilance +- Hospitality +- Hazard Fighters +- Seasoned to Taste +- Shrine Staffing +- Large Loans +- Metropolitan Research +- Warmer Hospitality +- Officialdom +- Hippocratic Corps +- Imperial Parades +- Recruitment Drive +- Concordance Research +- Cult of Minerva +- Cult of Cernunnos +- Cult of Mercury-Lugus +- Latrines +- Lingua Romana +- Marble Roads +- Night Watch +- Villa Novation +- Public Funding +- Aesthetic Aedificator +- Pax Amicitia +- Fenixwrights +- Portitores +- Gubernatorial Research +- Praetorian Pumps +- Cohabitive Collaboration +- Quartermastery +- Quinquiremes +- Right to Repair +- Sanitary Measures +- Sacral Spaces +- Legally Enshrined +- Solutio Ad Hominem +- Funeral Games of Tailteann +- Municipal Research +- Day Watch +- Trireme +- Devotional Research +- Via Tributum +- Villa Visitation +- Populist Research +- Watchtowers + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/epona-kult/) diff --git a/docs/skills/cult-of-mercury-lugus.md b/docs/skills/cult-of-mercury-lugus.md new file mode 100644 index 0000000..dcad38d --- /dev/null +++ b/docs/skills/cult-of-mercury-lugus.md @@ -0,0 +1,101 @@ +# Cult of Mercury-Lugus + +**Entity Type:** Skill + +**German Name:** Kult des Merkur Lugus + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Base Cost | 32,000 Knowledge | + +## Description + +Cult of Mercury-Lugus is a Civic skill that unlocks Mercury-Lugus, a Deity focused on high-quality crafting and trade. This skill belongs to the Roman religious path available in Albion. + +Civic skills offer many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medicis, Vigiles, and Custodias. Civic skills make managing your cities significantly easier. + +## Effects + +| Effect Type | Target | Value | +|-------------|--------|-------| +| Deity Unlock | Mercury-Lugus | Enabled | + +## Unlock Requirements + +| Requirement | Description | +|-------------|-------------| +| Knowledge | 32,000 | +| Cultural Path | Choose the Roman path in Albion | +| Population | Host Mercators in your realm | + +## Related Skills + +Other Civic category skills include: +- Aleatoria +- Alliance Treaties +- Headhunting +- Asclepian Codices +- Market Forces +- Snuffing Sedition +- Well +- Cerere et Baccho +- The Art of Gift-Giving +- Empyrean Research +- Cult of Epona +- Epona's Hoofbeat +- Artificer Intelligence +- Conservation Ordinance +- Cognoscentic Research +- Fabulae Togatae +- Voluntary Vigilance +- Hospitality +- Hazard Fighters +- Seasoned to Taste +- Shrine Staffing +- Large Loans +- Metropolitan Research +- Warmer Hospitality +- Officialdom +- Hippocratic Corps +- Imperial Parades +- Recruitment Drive +- Concordance Research +- Cult of Minerva +- Cult of Cernunnos +- Latrines +- Lingua Romana +- Marble Roads +- Night Watch +- Villa Novation +- Public Funding +- Aesthetic Aedificator +- Pax Amicitia +- Fenixwrights +- Portitores +- Gubernatorial Research +- Praetorian Pumps +- Cohabitive Collaboration +- Quartermastery +- Quinquiremes +- Right to Repair +- Sanitary Measures +- Sacral Spaces +- Legally Enshrined +- Solutio Ad Hominem +- Funeral Games of Tailteann +- Municipal Research +- Day Watch +- Trireme +- Devotional Research +- Via Tributum +- Villa Visitation +- Populist Research +- Watchtowers + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/kult-des-merkur-lugus/) diff --git a/docs/skills/cult-of-minerva.md b/docs/skills/cult-of-minerva.md new file mode 100644 index 0000000..6bfdbbb --- /dev/null +++ b/docs/skills/cult-of-minerva.md @@ -0,0 +1,99 @@ +# Cult of Minerva + +**Entity Type:** Skill + +**German Name:** Kult der Minerva + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Base Cost | 11,800 Knowledge | + +## Description + +Cult of Minerva is a Civic skill that unlocks Minerva, a deity focused on knowledge, teaching, and the fine art of weaving. + +Civic skills offer many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medicis, Vigiles, and Custodias. Civic skills make managing your cities significantly easier. + +## Effects + +| Effect Type | Target | Value | +|-------------|--------|-------| +| Deity Unlock | Minerva | Enabled | + +## Unlock Requirements + +| Requirement | Description | +|-------------|-------------| +| Knowledge | 11,800 | + +## Related Skills + +Other Civic category skills include: +- Aleatoria +- Alliance Treaties +- Headhunting +- Asclepian Codices +- Market Forces +- Snuffing Sedition +- Well +- Cerere et Baccho +- The Art of Gift-Giving +- Empyrean Research +- Cult of Epona +- Epona's Hoofbeat +- Artificer Intelligence +- Conservation Ordinance +- Cognoscentic Research +- Fabulae Togatae +- Voluntary Vigilance +- Hospitality +- Hazard Fighters +- Seasoned to Taste +- Shrine Staffing +- Large Loans +- Metropolitan Research +- Warmer Hospitality +- Officialdom +- Hippocratic Corps +- Imperial Parades +- Recruitment Drive +- Concordance Research +- Cult of Cernunnos +- Cult of Mercury-Lugus +- Latrines +- Lingua Romana +- Marble Roads +- Night Watch +- Villa Novation +- Public Funding +- Aesthetic Aedificator +- Pax Amicitia +- Fenixwrights +- Portitores +- Gubernatorial Research +- Praetorian Pumps +- Cohabitive Collaboration +- Quartermastery +- Quinquiremes +- Right to Repair +- Sanitary Measures +- Sacral Spaces +- Legally Enshrined +- Solutio Ad Hominem +- Funeral Games of Tailteann +- Municipal Research +- Day Watch +- Trireme +- Devotional Research +- Via Tributum +- Villa Visitation +- Populist Research +- Watchtowers + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/kult-der-minerva/) diff --git a/docs/skills/day-watch.md b/docs/skills/day-watch.md new file mode 100644 index 0000000..09a3292 --- /dev/null +++ b/docs/skills/day-watch.md @@ -0,0 +1,97 @@ +# Day Watch + +**Entity Type:** Skill + +**German Name:** Tagwache + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Knowledge Cost | 64,000 | + +## Description + +Day Watch is a Civic category skill that enhances the effectiveness of Custodes buildings. When researched, Custodes provide even more Happiness to nearby buildings. + +Civic skills provide many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medicis, Vigiles, and Custodias. Civic skills greatly facilitate the management of your cities. + +As a Discovery type skill, it makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it through a research path. Some discoveries require additional conditions to unlock, such as hosting a specific population type in Albion. + +## Effects + +| Effect Type | Target | Value | +|-------------|--------|-------| +| Happiness | Custodes | +1 | + +## Unlock Requirements + +- **Knowledge Required:** 64,000 +- **Research Path:** Must be reached through the Civic skill tree + +## Related Skills + +Other Civic category skills include: +- Aleatoria +- Alliance Treaties +- Asclepian Codices +- Cerere et Baccho +- Cognoscentic Research +- Cohabitive Collaboration +- Concordance Research +- Conservation Ordinance +- Cult of Cernunnos +- Cult of Epona +- Cult of Mercury-Lugus +- Cult of Minerva +- Devotional Research +- Empyrean Research +- Epona's Hoofbeat +- Fabulae Togatae +- Fenixwrights +- Funeral Games of Tailteann +- Gubernatorial Research +- Hazard Fighters +- Headhunting +- Hippocratic Corps +- Hospitality +- Imperial Parades +- Large Loans +- Latrines +- Legally Enshrined +- Lingua Romana +- Marble Roads +- Market Forces +- Metropolitan Research +- Municipal Research +- Night Watch +- Officialdom +- Pax Amicitia +- Portitores +- Praetorian Pumps +- Public Funding +- Quartermastery +- Quinquiremes +- Recruitment Drive +- Right to Repair +- Sacral Spaces +- Sanitary Measures +- Seasoned to Taste +- Shrine Staffing +- Snuffing Sedition +- Solutio Ad Hominem +- The Art of Gift-Giving +- Trireme +- Via Tributum +- Villa Novation +- Villa Visitation +- Voluntary Vigilance +- Warmer Hospitality +- Watchtowers +- Well + +## Source + +- [anno.land - Day Watch](https://anno.land/en/anno-117-skills/tagwache/) diff --git a/docs/skills/depotism.md b/docs/skills/depotism.md new file mode 100644 index 0000000..8920cbd --- /dev/null +++ b/docs/skills/depotism.md @@ -0,0 +1,91 @@ +# Depotism + +**Entity Type:** Skill + +**German Name:** Depotismus + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economic | +| Type | Discovery | +| Cost | 220,000 Knowledge | + +## Description + +Depotism is an Economic skill that allows players to build additional Depot buildings on their islands. This Discovery-type skill requires reaching it through the research tree, meaning players must first unlock prerequisite skills before being able to research it. + +## Effects + +| Effect Type | Target | Value | +|-------------|--------|-------| +| Depot Permit | Islands | +1 | + +Allows you to build one more Depot on your islands. + +## Unlock Requirements + +- **Skill Type:** Discovery - Must be reached through a research path in the skill tree +- **Cost:** 220,000 Knowledge +- **Prerequisites:** Requires reaching the skill through prior research nodes + +## Related Skills + +Other Economic category skills include: +- Albionic Research +- Aqua Arborica +- Untapped Soil +- Gobannus-Model Bellows +- Villa Retinue +- Paved Roads +- Better Bellows +- Beaver Bother +- Blind Faith +- Blood of Terra +- Depots +- The Flight of Birds +- Beneath Bedrock +- Deep Depots +- Drainage +- Cyclopedic Research +- Duct Irrigation +- Firmer Foundations +- Fish Markets +- Healthy Competition +- Abyssal Invocation +- Well-Ordered Warehouses +- Pier-to-Pier Trading +- Seaport Specification +- Hurried Horrea +- Raising Sluices +- Honeyed Arbour +- Hushing +- Quays +- Trading Post Improvements +- Warehouse Refinement +- Warehouse Organisation +- Latin Research +- Albionic Loyalists +- Mackerel Hauling +- Metallurgical Research +- Monumental Research +- Wetland Research +- Sewing Circles +- Replanting +- Phlogistic Research +- Albionic Pillars +- Harbourmastery +- Safe Havens +- Harbour Grandmastery +- Reservoirs +- Marsh Services +- Ulex & Agogae +- Vino Veritas +- Water Conservation +- Woodland Rebirth +- Extra Horse Power + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/depotismus/) diff --git a/docs/skills/depots.md b/docs/skills/depots.md new file mode 100644 index 0000000..1a60d27 --- /dev/null +++ b/docs/skills/depots.md @@ -0,0 +1,92 @@ +# Depots + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economic | +| Type | Discovery | +| Knowledge Cost | 4,800 | + +## Description + +Depots is an Economic skill that unlocks the Depot harbour building. When built, Depots increase the island's maximum storage capacity, providing essential infrastructure for managing goods across your settlements. + +## Effects + +**Unlocks Harbour Building:** Depot + +Grants Effect: **Depot Permit** + +| Stat | Bonus | +|------|-------| +| Depot Permit | +1 | + +Allows you to build one more Depot on your islands. + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Economic category: + +- Albionic Research +- Aqua Arborica +- Untapped Soil +- Gobannus-Model Bellows +- Villa Retinue +- Paved Roads +- Better Bellows +- Beaver Bother +- Blind Faith +- Blood of Terra +- Depotism +- The Flight of Birds +- Beneath Bedrock +- Deep Depots +- Drainage +- Cyclopedic Research +- Duct Irrigation +- Firmer Foundations +- Fish Markets +- Healthy Competition +- Abyssal Invocation +- Well-Ordered Warehouses +- Pier-to-Pier Trading +- Seaport Specification +- Hurried Horrea +- Raising Sluices +- Honeyed Arbour +- Hushing +- Quays +- Trading Post Improvements +- Warehouse Refinement +- Warehouse Organisation +- Latin Research +- Albionic Loyalists +- Mackerel Hauling +- Metallurgical Research +- Monumental Research +- Wetland Research +- Sewing Circles +- Replanting +- Phlogistic Research +- Albionic Pillars +- Harbourmastery +- Safe Havens +- Harbour Grandmastery +- Reservoirs +- Marsh Services +- Ulex & Agogae +- Vino Veritas +- Water Conservation +- Woodland Rebirth +- Extra Horse Power + +## Source + +- [anno.land - Depots](https://anno.land/en/anno-117-skills/depots/) diff --git a/docs/skills/depths-of-warehouse.md b/docs/skills/depths-of-warehouse.md new file mode 100644 index 0000000..b8f1f89 --- /dev/null +++ b/docs/skills/depths-of-warehouse.md @@ -0,0 +1,87 @@ +# Deep Depots + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economy | +| Type | Repeatable Research | +| Knowledge Cost | 1,500,000 (initial, increases with each level) | + +## Description + +Deep Depots is an Economy skill that grants additional Depot building permits. Economy skills primarily improve production by enhancing production buildings, increasing the number of workers available, or unlocking completely new mechanics. + +This is a Repeatable Research-type skill. These are the most expensive research options and are found at the end of the skill tree. The unique aspect of repeatable research is that they can be researched multiple times. However, the costs and research duration increase drastically with each level. The first research costs 1.5 million Knowledge. + +## Effects + +| Effect | Description | +|--------|-------------| +| Depot Permit | +1 | +| Benefit | Allows you to build one more Depot on your islands | + +## Unlock Requirements + +This is a Repeatable Research-type skill located at the end of the skill tree. To unlock it, you must first progress through the research path leading to it. + +**Knowledge Required:** 1,500,000 Knowledge (initial cost, increases with each level) + +## Related Skills + +Other skills in the Economy category: + +- Albionic Research +- Aqua Arborica +- Better Bellows +- Beneath Bedrock +- Blind Faith +- Blood of Terra +- Cyclopedic Research +- Depotism +- Depots +- Drainage +- Duct Irrigation +- Extra Horse Power +- Firmer Foundations +- Fish Markets +- Gobannus-Model Bellows +- Harbour Grandmastery +- Harbourmastery +- Healthy Competition +- Honeyed Arbour +- Hurried Horrea +- Hushing +- Latin Research +- Mackerel Hauling +- Marsh Services +- Metallurgical Research +- Monumental Research +- Paved Roads +- Phlogistic Research +- Pier-to-Pier Trading +- Quays +- Raising Sluices +- Replanting +- Reservoirs +- Safe Havens +- Seaport Specification +- Sewing Circles +- The Flight of Birds +- Trading Post Improvements +- Ulex & Agogae +- Untapped Soil +- Villa Retinue +- Vino Veritas +- Warehouse Organisation +- Warehouse Refinement +- Water Conservation +- Well-Ordered Warehouses +- Wetland Research +- Woodland Rebirth + +## Source + +- [anno.land - Deep Depots](https://anno.land/en/anno-117-skills/die-tiefen-des-lagers/) diff --git a/docs/skills/divine-shrines.md b/docs/skills/divine-shrines.md new file mode 100644 index 0000000..5dbc356 --- /dev/null +++ b/docs/skills/divine-shrines.md @@ -0,0 +1,97 @@ +# Shrine Staffing + +**Entity Type:** Skill + +**German Name:** Goettliche Schreine (Divine Shrines) + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Repeatable Research | +| Base Cost | 1,500,000 Knowledge | + +## Effects + +| Effect Type | Target | Value | +|-------------|--------|-------| +| Shrine Permit | Islands | +1 | + +## Description + +Allows you to build one more Shrine of any kind on your Islands. As a Repeatable Research skill, it can be researched multiple times, with each subsequent level costing significantly more Knowledge. The first research costs 1.5 million Knowledge. + +Civic skills offer many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medici, Vigiles, and Custodes. Civic skills make managing your cities significantly easier. + +## Skill Tree Position + +Located at the end of the Civic skill tree branch. Repeatable Research skills are the most expensive and can be upgraded indefinitely, though costs escalate dramatically with each level. + +## Related Skills + +Other Civic category skills include: +- Aleatoria +- Alliance Treaties +- Headhunting +- Asclepian Codices +- Market Forces +- Snuffing Sedition +- Well +- Cerere et Baccho +- The Art of Gift-Giving +- Empyrean Research +- Cult of Epona +- Epona's Hoofbeat +- Artificer Intelligence +- Conservation Ordinance +- Cognoscentic Research +- Fabulae Togatae +- Voluntary Vigilance +- Hospitality +- Hazard Fighters +- Seasoned to Taste +- Large Loans +- Metropolitan Research +- Warmer Hospitality +- Officialdom +- Hippocratic Corps +- Imperial Parades +- Recruitment Drive +- Concordance Research +- Cult of Minerva +- Cult of Cernunnos +- Cult of Mercury-Lugus +- Latrines +- Lingua Romana +- Marble Roads +- Night Watch +- Villa Novation +- Public Funding +- Aesthetic Aedificator +- Pax Amicitia +- Fenixwrights +- Portitores +- Gubernatorial Research +- Praetorian Pumps +- Cohabitive Collaboration +- Quartermastery +- Quinquiremes +- Right to Repair +- Sanitary Measures +- Sacral Spaces +- Legally Enshrined +- Solutio Ad Hominem +- Funeral Games of Tailteann +- Municipal Research +- Day Watch +- Trireme +- Devotional Research +- Via Tributum +- Villa Visitation +- Populist Research +- Watchtowers + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/goettliche-schreine/) diff --git a/docs/skills/dominion-research.md b/docs/skills/dominion-research.md new file mode 100644 index 0000000..35f7c09 --- /dev/null +++ b/docs/skills/dominion-research.md @@ -0,0 +1,90 @@ +# Dominion Research + +An Anno 117: Pax Romana skill in the Military category. + +## Overview + +| Property | Value | +|----------|-------| +| Name | Dominion Research | +| Category | Military | +| Type | Inspiration | +| German Name | Herrschaftsforschung | + +## Unlock Requirements + +Inspiration skills require two conditions to unlock: + +1. **Knowledge Requirement:** Generate at least 9,000 Knowledge +2. **Action Requirement:** Conquer 1 Island + +## Description + +Military skills improve your military units on land and at sea, or unlock completely new unit types. You can also unlock powerful upgrades for your defensive buildings, including towers, walls, and recruitment buildings. + +Dominion Research is an Inspiration-type skill positioned deeper in the research tree. Once unlocked, this node can serve as a starting point for further research. + +## Related Skills + +Other Military category skills include: + +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover Positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manoeuvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisional Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armoursmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +- [anno.land](https://anno.land/en/anno-117-skills/herrschaftsforschung/) diff --git a/docs/skills/drainage.md b/docs/skills/drainage.md new file mode 100644 index 0000000..54bbc8d --- /dev/null +++ b/docs/skills/drainage.md @@ -0,0 +1,90 @@ +# Drainage + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economic | +| Type | Discovery | +| Knowledge Cost | 32,000 | + +## Description + +Drainage is an Economic skill that enables the draining of Albion's swampy marshes to create solid, arable land. This skill is essential for expanding buildable and farmable territory in the wetland regions of Albion. + +## Effects + +Unlocks Infrastructure: **Drainage Channel and Sluice Gate** + +Enables the draining of Albion's swampy marshes to create solid, arable land. + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock. + +**Prerequisites:** +- Choose the Roman path in Albion +- Host Mercators in your realm + +## Related Skills + +Other skills in the Economic category: + +- Albionic Research +- Aqua Arborica +- Untapped Soil +- Gobannus-Model Bellows +- Villa Retinue +- Paved Roads +- Better Bellows +- Beaver Bother +- Blind Faith +- Blood of Terra +- Depotism +- Depots +- The Flight of Birds +- Beneath Bedrock +- Deep Depots +- Cyclopedic Research +- Duct Irrigation +- Firmer Foundations +- Fish Markets +- Healthy Competition +- Abyssal Invocation +- Well-Ordered Warehouses +- Pier-to-Pier Trading +- Seaport Specification +- Hurried Horrea +- Raising Sluices +- Honeyed Arbour +- Hushing +- Quays +- Trading Post Improvements +- Warehouse Refinement +- Warehouse Organisation +- Latin Research +- Albionic Loyalists +- Mackerel Hauling +- Metallurgical Research +- Monumental Research +- Wetland Research +- Sewing Circles +- Replanting +- Phlogistic Research +- Albionic Pillars +- Harbourmastery +- Safe Havens +- Harbour Grandmastery +- Reservoirs +- Marsh Services +- Ulex & Agogae +- Vino Veritas +- Water Conservation +- Woodland Rebirth +- Extra Horse Power + +## Source + +- [anno.land - Drainage](https://anno.land/en/anno-117-skills/drainage/) diff --git a/docs/skills/duct-irrigation.md b/docs/skills/duct-irrigation.md new file mode 100644 index 0000000..a878218 --- /dev/null +++ b/docs/skills/duct-irrigation.md @@ -0,0 +1,91 @@ +# Duct Irrigation + +**Entity Type:** Skill + +**German Name:** Feldbewasserung + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economic | +| Type | Discovery | +| Base Cost | 64,000 Knowledge | + +## Description + +Allows all farms to benefit from cistern irrigation, increasing their productivity. This skill unlocks the Aqueduct Boost: Farms feature, enabling farms that would otherwise be outside the aqueduct range to still receive irrigation benefits. + +Economic skills improve production capabilities by enhancing production buildings, increasing workforce, or unlocking new mechanics. + +## Effects + +| Effect Type | Target | Value | +|-------------|--------|-------| +| Unlocks | Farms | Aqueduct Boost: Farms | +| Benefit | All Farms | Can benefit from cistern irrigation | +| Result | Farm Productivity | Increased productivity | + +## Unlock Requirements + +This is a Discovery-type skill, meaning it must be reached through a research path in the skill tree. Requires 64,000 Knowledge to research. + +## Related Skills + +Other Economic category skills include: +- Albionic Research +- Aqua Arborica +- Untapped Soil +- Gobannus-Model Bellows +- Villa Retinue +- Paved Roads +- Better Bellows +- Beaver Bother +- Blind Faith +- Blood of Terra +- Depotism +- Depots +- The Flight of Birds +- Beneath Bedrock +- Deep Depots +- Drainage +- Cyclopedic Research +- Firmer Foundations +- Fish Markets +- Healthy Competition +- Abyssal Invocation +- Well-Ordered Warehouses +- Pier-to-Pier Trading +- Seaport Specification +- Hurried Horrea +- Raising Sluices +- Honeyed Arbour +- Hushing +- Quays +- Trading Post Improvements +- Warehouse Refinement +- Warehouse Organisation +- Latin Research +- Albionic Loyalists +- Mackerel Hauling +- Metallurgical Research +- Monumental Research +- Wetland Research +- Sewing Circles +- Replanting +- Phlogistic Research +- Albionic Pillars +- Harbourmastery +- Safe Havens +- Harbour Grandmastery +- Reservoirs +- Marsh Services +- Ulex & Agogae +- Vino Veritas +- Water Conservation +- Woodland Rebirth +- Extra Horse Power + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/feldbewaesserung/) diff --git a/docs/skills/economy.md b/docs/skills/economy.md index 84d983d..666594a 100644 --- a/docs/skills/economy.md +++ b/docs/skills/economy.md @@ -70,7 +70,7 @@ Economy skills primarily improve production by: - **Harbour Grandmastery** - Advanced harbor mastery ### Specialty Skills -- **Healthy Competition** (Gesunder Wettbewerb) - Competition bonuses +- [Healthy Competition](./healthy-competition.md) (Gesunder Wettbewerb) - Repeatable Research, grants random Legendary Specialist (Economy/Finance/Nature) - **Abyssal Invocation** - Deep resource extraction - **The Flight of Birds** - Bird-related bonuses (augury) - **Beneath Bedrock** - Deep mining capabilities diff --git a/docs/skills/empyrean-research.md b/docs/skills/empyrean-research.md new file mode 100644 index 0000000..e1a7a61 --- /dev/null +++ b/docs/skills/empyrean-research.md @@ -0,0 +1,95 @@ +# Empyrean Research + +**Entity Type:** Skill + +**German Name:** Empyreische Forschung + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Inspiration | + +## Description + +Empyrean Research is a Civic category Inspiration skill in Anno 117. Civic skills offer many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medici, Vigiles, and Custodes. Civic skills make managing your cities significantly easier. + +As an Inspiration type skill, it is placed deeper in the research tree and must be unlocked. Each Inspiration node has two conditions: you need a certain amount of generated Knowledge, and you must fulfill another requirement (e.g., building a specific structure or reaching a milestone). Once you have unlocked a node, you can use it as a starting point for further research. + +## Effects + +This skill serves as an Inspiration node, unlocking additional research paths in the Civic skill tree. + +## Unlock Requirements + +- **Knowledge Required:** 9,000 Knowledge +- **Special Condition:** Reach 25,000 Devotion for a Patron Deity + +## Related Skills + +Other Civic category skills include: +- Aleatoria +- Alliance Treaties +- Headhunting +- Asclepian Codices +- Market Forces +- Snuffing Sedition +- Well +- Cerere et Baccho +- The Art of Gift-Giving +- Cult of Epona +- Epona's Hoofbeat +- Artificer Intelligence +- Conservation Ordinance +- Cognoscentic Research +- Fabulae Togatae +- Voluntary Vigilance +- Hospitality +- Hazard Fighters +- Seasoned to Taste +- Shrine Staffing +- Large Loans +- Metropolitan Research +- Warmer Hospitality +- Officialdom +- Hippocratic Corps +- Imperial Parades +- Recruitment Drive +- Concordance Research +- Cult of Minerva +- Cult of Cernunnos +- Cult of Mercury-Lugus +- Latrines +- Lingua Romana +- Marble Roads +- Night Watch +- Villa Novation +- Public Funding +- Aesthetic Aedificator +- Pax Amicitia +- Fenixwrights +- Portitores +- Gubernatorial Research +- Praetorian Pumps +- Cohabitive Collaboration +- Quartermastery +- Quinquiremes +- Right to Repair +- Sanitary Measures +- Sacral Spaces +- Legally Enshrined +- Solutio Ad Hominem +- Funeral Games of Tailteann +- Municipal Research +- Day Watch +- Trireme +- Devotional Research +- Via Tributum +- Villa Visitation +- Populist Research +- Watchtowers + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/empyreische-forschung/) diff --git a/docs/skills/encampment-errands.md b/docs/skills/encampment-errands.md new file mode 100644 index 0000000..4bffd26 --- /dev/null +++ b/docs/skills/encampment-errands.md @@ -0,0 +1,92 @@ +# Encampment Errands + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Discovery | +| Knowledge Cost | 375,000 | + +## Description + +Encampment Errands is a Military skill that reduces the maintenance costs of troops while they are stationed in encampments. This skill helps reduce the ongoing upkeep expenses for your military forces when they are garrisoned. + +## Effects + +Grants Effect: **Troops** + +| Stat | Bonus | +|------|-------| +| Maintenance Cost while encamped | -30% | + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Military category: + +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Carpe Civitas +- Cover positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manouvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisinal Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armousmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +- [anno.land - Encampment Errands](https://anno.land/en/anno-117-skills/beschaeftigung-im-castrum/) diff --git a/docs/skills/encyclopedic-research.md b/docs/skills/encyclopedic-research.md new file mode 100644 index 0000000..dce268f --- /dev/null +++ b/docs/skills/encyclopedic-research.md @@ -0,0 +1,89 @@ +# Cyclopedic Research + +**Entity Type:** Skill + +**German Name:** Enzyklopaedische Forschung + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economic | +| Type | Inspiration | +| Knowledge Cost | 17,000 | + +## Description + +Cyclopedic Research is an Economic category skill of the Inspiration type. Economic skills primarily improve your production by enhancing production buildings, increasing your workforce, or unlocking entirely new mechanics. + +As an Inspiration-type skill, Cyclopedic Research is placed deeper in the research tree and must be unlocked. Each Inspiration node has two conditions: you need a certain amount of generated knowledge, and you must fulfill a secondary requirement such as establishing trade routes. + +## Effects + +Once unlocked, this skill node serves as a starting point for further research in the Economic skill tree. + +## Unlock Requirements + +- Establish **5 Inter-regional Trade Routes** +- Produce at least **17,000 Knowledge** + +## Related Skills + +Other skills in the Economic category: + +- Albionic Research +- Aqua Arborica +- Untapped Soil +- Gobannus-Model Bellows +- Villa Retinue +- Paved Roads +- Better Bellows +- Beaver Bother +- Blind Faith +- Blood of Terra +- Depotism +- Depots +- The Flight of Birds +- Beneath Bedrock +- Deep Depots +- Drainage +- Duct Irrigation +- Firmer Foundations +- Fish Markets +- Healthy Competition +- Abyssal Invocation +- Well-Ordered Warehouses +- Pier-to-Pier Trading +- Seaport Specification +- Hurried Horrea +- Raising Sluices +- Honeyed Arbour +- Hushing +- Quays +- Trading Post Improvements +- Warehouse Refinement +- Warehouse Organisation +- Latin Research +- Albionic Loyalists +- Mackerel Hauling +- Metallurgical Research +- Monumental Research +- Wetland Research +- Sewing Circles +- Replanting +- Phlogistic Research +- Albionic Pillars +- Harbourmastery +- Safe Havens +- Harbour Grandmastery +- Reservoirs +- Marsh Services +- Ulex & Agogae +- Vino Veritas +- Water Conservation +- Woodland Rebirth +- Extra Horse Power + +## Source + +- [anno.land - Cyclopedic Research](https://anno.land/en/anno-117-skills/enzyklopaedische-forschung/) diff --git a/docs/skills/eponas-hoofbeat.md b/docs/skills/eponas-hoofbeat.md new file mode 100644 index 0000000..df353e6 --- /dev/null +++ b/docs/skills/eponas-hoofbeat.md @@ -0,0 +1,98 @@ +# Epona's Hoofbeat + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Knowledge Cost | 360,000 | + +## Description + +Epona's Hoofbeat is a Civic skill that grants a powerful Belief area effect centered on the Equitum Campus. Buildings near an Equitum Campus will produce Belief, enhancing the spiritual satisfaction of nearby residents. + +Civic skills provide many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medicis, Vigiles, and Custodias. Civic skills greatly facilitate the management of your cities. + +## Effects + +| Effect | Description | +|--------|-------------| +| Equitum Campus | Belief area effect +2 | +| Benefit | Buildings near an Equitum Campus will produce Belief | + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +Requires 360,000 Knowledge to research. + +## Related Skills + +Other skills in the Civic category: + +- Aleatoria +- Alliance Treaties +- Asclepian Codices +- Artificer Intelligence +- Cerere et Baccho +- Cognoscentic Research +- Cohabitive Collaboration +- Concordance Research +- Conservation Ordinance +- Cult of Cernunnos +- Cult of Epona +- Cult of Mercury-Lugus +- Cult of Minerva +- Day Watch +- Devotional Research +- Empyrean Research +- Fabulae Togatae +- Fenixwrights +- Funeral Games of Tailteann +- Gubernatorial Research +- Hazard Fighters +- Headhunting +- Hippocratic Corps +- Hospitality +- Imperial Parades +- Large Loans +- Latrines +- Legally Enshrined +- Lingua Romana +- Marble Roads +- Market Forces +- Metropolitan Research +- Municipal Research +- Night Watch +- Officialdom +- Pax Amicitia +- Portitores +- Praetorian Pumps +- Populist Research +- Public Funding +- Quartermastery +- Quinquiremes +- Recruitment Drive +- Right to Repair +- Sacral Spaces +- Sanitary Measures +- Seasoned to Taste +- Shrine Staffing +- Snuffing Sedition +- Solutio Ad Hominem +- The Art of Gift-Giving +- Trireme +- Via Tributum +- Villa Novation +- Villa Visitation +- Voluntary Vigilance +- Warmer Hospitality +- Watchtowers +- Well + +## Source + +- [anno.land - Epona's Hoofbeat](https://anno.land/en/anno-117-skills/eponas-hufschlag/) diff --git a/docs/skills/expert-research.md b/docs/skills/expert-research.md new file mode 100644 index 0000000..3ee6231 --- /dev/null +++ b/docs/skills/expert-research.md @@ -0,0 +1,95 @@ +# Cognoscentic Research + +**Entity Type:** Skill + +**German Name:** Expertenforschung + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Inspiration | + +## Description + +Cognoscentic Research is a Civic category Inspiration skill in Anno 117. Civic skills offer many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medici, Vigiles, and Custodes. Civic skills make managing your cities significantly easier. + +As an Inspiration type skill, it is placed deeper in the research tree and must be unlocked. Each Inspiration node has two conditions: you need a certain amount of generated Knowledge, and you must fulfill another requirement (e.g., building a specific structure or reaching a milestone). Once you have unlocked a node, you can use it as a starting point for further research. + +## Effects + +This skill serves as an Inspiration node, unlocking additional research paths in the Civic skill tree. + +## Unlock Requirements + +- **Knowledge Required:** 1,404 Knowledge +- **Special Condition:** Make use of 5 Specialists on one Island + +## Related Skills + +Other Civic category skills include: +- Aleatoria +- Alliance Treaties +- Headhunting +- Asclepian Codices +- Market Forces +- Snuffing Sedition +- Well +- Cerere et Baccho +- The Art of Gift-Giving +- Empyrean Research +- Cult of Epona +- Epona's Hoofbeat +- Artificer Intelligence +- Conservation Ordinance +- Fabulae Togatae +- Voluntary Vigilance +- Hospitality +- Hazard Fighters +- Seasoned to Taste +- Shrine Staffing +- Large Loans +- Metropolitan Research +- Warmer Hospitality +- Officialdom +- Hippocratic Corps +- Imperial Parades +- Recruitment Drive +- Concordance Research +- Cult of Minerva +- Cult of Cernunnos +- Cult of Mercury-Lugus +- Latrines +- Lingua Romana +- Marble Roads +- Night Watch +- Villa Novation +- Public Funding +- Aesthetic Aedificator +- Pax Amicitia +- Fenixwrights +- Portitores +- Gubernatorial Research +- Praetorian Pumps +- Cohabitive Collaboration +- Quartermastery +- Quinquiremes +- Right to Repair +- Sanitary Measures +- Sacral Spaces +- Legally Enshrined +- Solutio Ad Hominem +- Funeral Games of Tailteann +- Municipal Research +- Day Watch +- Trireme +- Devotional Research +- Via Tributum +- Villa Visitation +- Populist Research +- Watchtowers + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/expertenforschung/) diff --git a/docs/skills/fabulae-togatae.md b/docs/skills/fabulae-togatae.md new file mode 100644 index 0000000..e36a8aa --- /dev/null +++ b/docs/skills/fabulae-togatae.md @@ -0,0 +1,104 @@ +# Fabulae Togatae + +**Entity Type:** Skill + +**German Name:** Fabulae Togatae + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Base Cost | 220,000 Knowledge | + +## Description + +Fabulae Togatae is a Civic category skill that increases the effect range of Theatres. This means residences and other buildings can benefit from a nearby Theatre even when positioned further away. + +Civic skills offer many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medici, Vigiles, and Custodes. Civic skills make managing your cities significantly easier. + +As a Discovery type skill, it makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it through a research path. Some discoveries require additional conditions to unlock, such as hosting a specific population type in Albion. + +## Effects + +| Effect Type | Target | Value | +|-------------|--------|-------| +| Effect Range | Theatres | -20% (increased coverage) | + +**Scope:** All islands + +The -20% effect range value means Theatres require 20% less distance to reach buildings, effectively extending their coverage area. + +## Unlock Requirements + +- **Knowledge Required:** 220,000 Knowledge +- **Research Path:** Must be reached through the Civic skill tree + +## Related Skills + +Other Civic category skills include: +- Aleatoria +- Alliance Treaties +- Headhunting +- Asclepian Codices +- Market Forces +- Snuffing Sedition +- Well +- Cerere et Baccho +- The Art of Gift-Giving +- Empyrean Research +- Cult of Epona +- Epona's Hoofbeat +- Artificer Intelligence +- Conservation Ordinance +- Cognoscentic Research +- Voluntary Vigilance +- Hospitality +- Hazard Fighters +- Seasoned to Taste +- Shrine Staffing +- Large Loans +- Metropolitan Research +- Warmer Hospitality +- Officialdom +- Hippocratic Corps +- Imperial Parades +- Recruitment Drive +- Concordance Research +- Cult of Minerva +- Cult of Cernunnos +- Cult of Mercury-Lugus +- Latrines +- Lingua Romana +- Marble Roads +- Night Watch +- Villa Novation +- Public Funding +- Aesthetic Aedificator +- Pax Amicitia +- Fenixwrights +- Portitores +- Gubernatorial Research +- Praetorian Pumps +- Cohabitive Collaboration +- Quartermastery +- Quinquiremes +- Right to Repair +- Sanitary Measures +- Sacral Spaces +- Legally Enshrined +- Solutio Ad Hominem +- Funeral Games of Tailteann +- Municipal Research +- Day Watch +- Trireme +- Devotional Research +- Via Tributum +- Villa Visitation +- Populist Research +- Watchtowers + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/fabulae-togatae/) diff --git a/docs/skills/firmer-foundations.md b/docs/skills/firmer-foundations.md new file mode 100644 index 0000000..d539dee --- /dev/null +++ b/docs/skills/firmer-foundations.md @@ -0,0 +1,84 @@ +# Firmer Foundations + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economic | +| Type | Discovery | +| Knowledge Cost | 360,000 | + +## Description + +Firmer Foundations is an Economic skill that expands construction possibilities for harbour buildings. Economic skills primarily improve your production by enhancing production buildings, increasing workforce, or unlocking entirely new mechanics. + +## Effects + +- **Unlocks:** Allows the placement of Harbour Buildings in water + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Economic category: + +- Albionic Research +- Aqua Arborica +- Untapped Soil +- Gobannus-Model Bellows +- Villa Retinue +- Paved Roads +- Better Bellows +- Beaver Bother +- Blind Faith +- Blood of Terra +- Depotism +- Depots +- The Flight of Birds +- Beneath Bedrock +- Deep Depots +- Drainage +- Cyclopedic Research +- Duct Irrigation +- Fish Markets +- Healthy Competition +- Abyssal Invocation +- Well-Ordered Warehouses +- Pier-to-Pier Trading +- Seaport Specification +- Hurried Horrea +- Raising Sluices +- Honeyed Arbour +- Hushing +- Quays +- Trading Post Improvements +- Warehouse Refinement +- Warehouse Organisation +- Latin Research +- Albionic Loyalists +- Mackerel Hauling +- Metallurgical Research +- Monumental Research +- Wetland Research +- Sewing Circles +- Replanting +- Phlogistic Research +- Albionic Pillars +- Harbourmastery +- Safe Havens +- Harbour Grandmastery +- Reservoirs +- Marsh Services +- Ulex & Agogae +- Vino Veritas +- Water Conservation +- Woodland Rebirth +- Extra Horse Power + +## Source + +- [anno.land - Firmer Foundations](https://anno.land/en/anno-117-skills/festere-fundamente/) diff --git a/docs/skills/fish-markets.md b/docs/skills/fish-markets.md new file mode 100644 index 0000000..2acf714 --- /dev/null +++ b/docs/skills/fish-markets.md @@ -0,0 +1,75 @@ +# Fish Markets + +**Entity Type:** Skill + +**German Name:** Fischmarkte + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economy | +| Type | Discovery | +| Base Cost | 11,800 Knowledge | + +## Effects + +| Effect Type | Target | Value | +|-------------|--------|-------| +| Income area effect | Fishing Hut and Cockle Picker | +3 | + +## Description + +Grants an Income area effect to Fishing Huts and Cockle Pickers. Buildings near your Fishing Huts will produce Income, adding an economic benefit to your fishing infrastructure. + +As a Discovery-type skill, Fish Markets must be reached through a research path in the skill tree. Some discoveries may also require specific conditions to be unlocked, such as housing a particular population type in Albion. + +## Skill Tree Position + +Located within the Economy category of the skill tree. This skill enhances the economic value of fishing-related buildings by providing passive income generation. + +## Related Skills + +Other Economy category skills include: +- Albionic Pillars +- Aqua Arborica +- Beneath Bedrock +- Better Bellows +- Blind Faith +- Blood of Terra +- Cyclopedic Research +- Depotism +- Depots +- Deep Depots +- Drainage +- Duct Irrigation +- Firmer Foundations +- Gobannus-Model Bellows +- Great Seaport City +- Harbourmastery +- Honeyed Arbour +- Hurried Horrea +- Hushing +- Latin Research +- Mackerel Hauling +- Monumental Research +- Paved Roads +- Phlogistic Research +- Quays +- Raising Sluices +- Replanting +- Reservoirs +- The Flight of Birds +- Trading Post Improvements +- Ulex & Agogae +- Untapped Soil +- Villa Retinue +- Vino Veritas +- Water Conservation +- Well-Ordered Warehouses +- Wetland Research +- Woodland Rebirth + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/fischmaerkte/) diff --git a/docs/skills/flight-of-birds.md b/docs/skills/flight-of-birds.md new file mode 100644 index 0000000..29bc57f --- /dev/null +++ b/docs/skills/flight-of-birds.md @@ -0,0 +1,92 @@ +# The Flight of Birds + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economy | +| Type | Discovery | +| Knowledge Cost | 750,000 | + +## Description + +The Flight of Birds is an Economy skill that enhances Bird Charmer buildings with improved productivity and terrain flexibility. Economy skills primarily improve production by enhancing production buildings, increasing the number of workers available, or unlocking completely new mechanics. + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. + +## Effects + +| Effect | Target | Description | +|--------|--------|-------------| +| Productivity | Bird Charmer | +25% | +| Terrain | Bird Charmer | Can use forests | +| Terrain | Bird Charmer | Can use meadows | +| Placement | Bird Charmer | Can be placed at the edge of marshes with no loss in productivity | + +## Unlock Requirements + +- **Knowledge Required:** 750,000 Knowledge +- **Type:** Discovery (must be reached via a research path) + +## Related Skills + +Other skills in the Economy category: + +- Albionic Research +- Aqua Arborica +- Untapped Soil +- Gobannus-Model Bellows +- Villa Retinue +- Paved Roads +- Better Bellows +- Beaver Bother +- Blind Faith +- Blood of Terra +- Depotism +- Depots +- Beneath Bedrock +- Deep Depots +- Drainage +- Cyclopedic Research +- Duct Irrigation +- Firmer Foundations +- Fish Markets +- Healthy Competition +- Abyssal Invocation +- Well-Ordered Warehouses +- Pier-to-Pier Trading +- Seaport Specification +- Hurried Horrea +- Raising Sluices +- Honeyed Arbour +- Hushing +- Quays +- Trading Post Improvements +- Warehouse Refinement +- Warehouse Organisation +- Latin Research +- Albionic Loyalists +- Mackerel Hauling +- Metallurgical Research +- Monumental Research +- Wetland Research +- Sewing Circles +- Replanting +- Phlogistic Research +- Albionic Pillars +- Harbourmastery +- Safe Havens +- Harbour Grandmastery +- Reservoirs +- Marsh Services +- Ulex & Agogae +- Vino Veritas +- Water Conservation +- Woodland Rebirth +- Extra Horse Power + +## Source + +- [anno.land - The Flight of Birds](https://anno.land/en/anno-117-skills/der-flug-der-voegel/) diff --git a/docs/skills/games-of-tailteann.md b/docs/skills/games-of-tailteann.md new file mode 100644 index 0000000..ad258e4 --- /dev/null +++ b/docs/skills/games-of-tailteann.md @@ -0,0 +1,103 @@ +# Funeral Games of Tailteann + +**Entity Type:** Skill + +**German Name:** Spiele von Tailteann + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Base Cost | 32,000 Knowledge | + +## Description + +Funeral Games of Tailteann is a Civic skill that increases the effect range of Recreation Grounds across all your islands. This skill belongs to the Celtic path available in Albion. + +Civic skills offer many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medicis, Vigiles, and Custodias. Civic skills make managing your cities significantly easier. + +## Effects + +| Effect Type | Target | Value | +|-------------|--------|-------| +| Effect Range | Recreation Ground | +20% | + +The effect increases the distance at which residences and other buildings benefit from a nearby Recreation Ground. + +## Unlock Requirements + +| Requirement | Description | +|-------------|-------------| +| Knowledge | 32,000 | +| Cultural Path | Choose the Celtic path in Albion | +| Population | Host Smiths in your realm | + +## Related Skills + +Other Civic category skills include: +- Aleatoria +- Alliance Treaties +- Headhunting +- Asclepian Codices +- Market Forces +- Snuffing Sedition +- Well +- Cerere et Baccho +- The Art of Gift-Giving +- Empyrean Research +- Cult of Epona +- Epona's Hoofbeat +- Artificer Intelligence +- Conservation Ordinance +- Cognoscentic Research +- Fabulae Togatae +- Voluntary Vigilance +- Hospitality +- Hazard Fighters +- Seasoned to Taste +- Shrine Staffing +- Large Loans +- Metropolitan Research +- Warmer Hospitality +- Officialdom +- Hippocratic Corps +- Imperial Parades +- Recruitment Drive +- Concordance Research +- Cult of Minerva +- Cult of Cernunnos +- Cult of Mercury-Lugus +- Latrines +- Lingua Romana +- Marble Roads +- Night Watch +- Villa Novation +- Public Funding +- Aesthetic Aedificator +- Pax Amicitia +- Fenixwrights +- Portitores +- Gubernatorial Research +- Praetorian Pumps +- Cohabitive Collaboration +- Quartermastery +- Quinquiremes +- Right to Repair +- Sanitary Measures +- Sacral Spaces +- Legally Enshrined +- Solutio Ad Hominem +- Municipal Research +- Day Watch +- Trireme +- Devotional Research +- Via Tributum +- Villa Visitation +- Populist Research +- Watchtowers + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/spiele-von-tailteann/) diff --git a/docs/skills/generous-hospitality.md b/docs/skills/generous-hospitality.md new file mode 100644 index 0000000..89b5c31 --- /dev/null +++ b/docs/skills/generous-hospitality.md @@ -0,0 +1,104 @@ +# Generous Hospitality + +**Entity Type:** Skill + +**German Name:** Grosszuegige Gastfreundschaft + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Knowledge Cost | 64,000 | + +## Description + +Generous Hospitality is a Civic skill that expands your administrative capabilities by granting an additional Officium building permit. The Officium is a specialist building that accommodates Specialists in your cities, providing valuable bonuses and enhancements. + +Civic skills offer many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medici, Vigiles, and Custodia services. Civic skills make managing your cities significantly easier. + +As a Discovery type skill, it makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it through a research path. Some discoveries require additional conditions to unlock, such as hosting a specific population type in Albion. + +## Effects + +| Effect | Description | +|--------|-------------| +| Officium Permit | +1 | +| Unlocks | Allows you to build one more Officium on your islands | + +## Unlock Requirements + +- **Knowledge Required:** 64,000 Knowledge +- **Research Path:** Must be reached through the Civic skill tree + +## Related Skills + +Other Civic category skills in the Hospitality skill line: +- [Hospitality](./hospitality.md) - The base skill that unlocks the Officia building and grants the first Officium Permit +- [Warmer Hospitality](./warmer-hospitality.md) - Another skill in the hospitality line (360,000 Knowledge) + +Other Civic category skills include: +- Aleatoria +- Alliance Treaties +- Headhunting +- Asclepian Codices +- Market Forces +- Snuffing Sedition +- Well +- Cerere et Baccho +- The Art of Gift-Giving +- Empyrean Research +- Cult of Epona +- Epona's Hoofbeat +- Artificer Intelligence +- Conservation Ordinance +- Cognoscentic Research +- Fabulae Togatae +- Voluntary Vigilance +- Hazard Fighters +- Seasoned to Taste +- Shrine Staffing +- Large Loans +- Metropolitan Research +- Officialdom +- Hippocratic Corps +- Imperial Parades +- Recruitment Drive +- Concordance Research +- Cult of Minerva +- Cult of Cernunnos +- Cult of Mercury-Lugus +- Latrines +- Lingua Romana +- Marble Roads +- Night Watch +- Villa Novation +- Public Funding +- Aesthetic Aedificator +- Pax Amicitia +- Fenixwrights +- Portitores +- Gubernatorial Research +- Praetorian Pumps +- Cohabitive Collaboration +- Quartermastery +- Quinquiremes +- Right to Repair +- Sanitary Measures +- Sacral Spaces +- Legally Enshrined +- Solutio Ad Hominem +- Funeral Games of Tailteann +- Municipal Research +- Day Watch +- Trireme +- Devotional Research +- Via Tributum +- Villa Visitation +- Populist Research +- Watchtowers + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/grosszuegige-gastfreundschaft/) diff --git a/docs/skills/great-seaport-city.md b/docs/skills/great-seaport-city.md new file mode 100644 index 0000000..c54bc67 --- /dev/null +++ b/docs/skills/great-seaport-city.md @@ -0,0 +1,87 @@ +# Great Seaport City + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economy | +| Type | Discovery | +| Knowledge Cost | 750,000 | + +## Description + +Great Seaport City (also known as Abyssal Invocation) is an Economy skill that expands the maximum offshore building range from the shore. Economy skills improve production, increase workforce, or unlock completely new mechanics. + +## Effects + +| Effect | Description | +|--------|-------------| +| Max. Offshore Building Range | Increases range from shore | +| Benefit | Allows placement of buildings even further away from the coast | + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. + +## Related Skills + +Other skills in the Economy category: + +- Albionic Research +- Aqua Arborica +- Untapped Soil +- Gobannus-Model Bellows +- Villa Retinue +- Paved Roads +- Better Bellows +- Beaver Bother +- Blind Faith +- Blood of Terra +- Depotism +- Depots +- The Flight of Birds +- Beneath Bedrock +- Deep Depots +- Drainage +- Cyclopedic Research +- Duct Irrigation +- Firmer Foundations +- Fish Markets +- Healthy Competition +- Well-Ordered Warehouses +- Pier-to-Pier Trading +- Seaport Specification +- Hurried Horrea +- Raising Sluices +- Honeyed Arbour +- Hushing +- Quays +- Trading Post Improvements +- Warehouse Refinement +- Warehouse Organisation +- Latin Research +- Albionic Loyalists +- Mackerel Hauling +- Metallurgical Research +- Monumental Research +- Wetland Research +- Sewing Circles +- Replanting +- Phlogistic Research +- Albionic Pillars +- Harbourmastery +- Safe Havens +- Harbour Grandmastery +- Reservoirs +- Marsh Services +- Ulex & Agogae +- Vino Veritas +- Water Conservation +- Woodland Rebirth +- Extra Horse Power + +## Source + +- [anno.land - Große Seehafenstadt](https://anno.land/en/anno-117-skills/grosse-seehafenstadt/) diff --git a/docs/skills/harbourmastery.md b/docs/skills/harbourmastery.md new file mode 100644 index 0000000..08f560c --- /dev/null +++ b/docs/skills/harbourmastery.md @@ -0,0 +1,84 @@ +# Harbourmastery + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economic | +| Type | Discovery | +| Knowledge Cost | 18,000 | + +## Description + +Harbourmastery is an Economic skill that expands building options in Albion. It allows the placement of Albion's Coastal Production Buildings in water, enabling more flexible coastal city layouts and production setups. + +## Effects + +- Allows the placement of Albion's Coastal Production Buildings in water + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Economic category: + +- Albionic Research +- Aqua Arborica +- Untapped Soil +- Gobannus-Model Bellows +- Villa Retinue +- Paved Roads +- Better Bellows +- Beaver Bother +- Blind Faith +- Blood of Terra +- Depotism +- Depots +- The Flight of Birds +- Beneath Bedrock +- Deep Depots +- Drainage +- Cyclopedic Research +- Duct Irrigation +- Firmer Foundations +- Fish Markets +- Healthy Competition +- Abyssal Invocation +- Well-Ordered Warehouses +- Pier-to-Pier Trading +- Seaport Specification +- Hurried Horrea +- Raising Sluices +- Honeyed Arbour +- Hushing +- Quays +- Trading Post Improvements +- Warehouse Refinement +- Warehouse Organisation +- Latin Research +- Albionic Loyalists +- Mackerel Hauling +- Metallurgical Research +- Monumental Research +- Wetland Research +- Sewing Circles +- Replanting +- Phlogistic Research +- Albionic Pillars +- Safe Havens +- Harbour Grandmastery +- Reservoirs +- Marsh Services +- Ulex & Agogae +- Vino Veritas +- Water Conservation +- Woodland Rebirth +- Extra Horse Power + +## Source + +- [anno.land - Harbourmastery](https://anno.land/en/anno-117-skills/seehafen-albions/) diff --git a/docs/skills/hasty-horrea.md b/docs/skills/hasty-horrea.md new file mode 100644 index 0000000..ef7814c --- /dev/null +++ b/docs/skills/hasty-horrea.md @@ -0,0 +1,92 @@ +# Hurried Horrea + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economy | +| Type | Discovery | +| Knowledge Cost | 92,000 | + +## Description + +Hurried Horrea is an Economy skill that increases the loading speed at all Warehouses. When unlocked, carts load and unload goods at Warehouses more quickly, improving logistics efficiency across your settlements. + +Economy skills primarily improve production by enhancing production buildings, increasing the number of workers available, or unlocking completely new mechanics. + +## Effects + +Grants Effect: **Warehouses** + +| Scope | Effect | Value | +|-------|--------|-------| +| Warehouses | Loading Speed | +25% | + +Increases the speed that carts load/unload goods at all Warehouses. + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Economy category: + +- Albionic Research +- Aqua Arborica +- Untapped Soil +- Gobannus-Model Bellows +- Villa Retinue +- Paved Roads +- Better Bellows +- Beaver Bother +- Blind Faith +- Blood of Terra +- Depotism +- Depots +- The Flight of Birds +- Beneath Bedrock +- Deep Depots +- Drainage +- Cyclopedic Research +- Duct Irrigation +- Firmer Foundations +- Fish Markets +- Healthy Competition +- Abyssal Invocation +- Well-Ordered Warehouses +- Pier-to-Pier Trading +- Seaport Specification +- Raising Sluices +- Honeyed Arbour +- Hushing +- Quays +- Trading Post Improvements +- Warehouse Refinement +- Warehouse Organisation +- Latin Research +- Albionic Loyalists +- Mackerel Hauling +- Metallurgical Research +- Monumental Research +- Wetland Research +- Sewing Circles +- Replanting +- Phlogistic Research +- Albionic Pillars +- Harbourmastery +- Safe Havens +- Harbour Grandmastery +- Reservoirs +- Marsh Services +- Ulex & Agogae +- Vino Veritas +- Water Conservation +- Woodland Rebirth +- Extra Horse Power + +## Source + +- [anno.land - Hurried Horrea](https://anno.land/en/anno-117-skills/hastige-horrea/) diff --git a/docs/skills/hazard-prevention.md b/docs/skills/hazard-prevention.md new file mode 100644 index 0000000..b513b44 --- /dev/null +++ b/docs/skills/hazard-prevention.md @@ -0,0 +1,97 @@ +# Hazard Fighters + +**Entity Type:** Skill + +**German Name:** Gefahrenbekampfung + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Knowledge Cost | 92,000 | + +## Description + +Hazard Fighters is a Civic category skill that enhances the fire safety capabilities of Vigiles. When researched, Vigiles provide even more Fire Safety to nearby buildings, improving protection against fire hazards throughout your city. + +Civic skills provide many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medicis, Vigiles, and Custodias. Civic skills greatly facilitate the management of your cities. + +As a Discovery type skill, it makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it through a research path. Some discoveries require additional conditions to unlock, such as hosting a specific population type in Albion. + +## Effects + +| Effect Type | Target | Value | +|-------------|--------|-------| +| Fire Safety area effect | Vigiles | +1 | + +## Unlock Requirements + +- **Knowledge Required:** 92,000 +- **Research Path:** Must be reached through the Civic skill tree + +## Related Skills + +Other Civic category skills include: +- Aleatoria +- Alliance Treaties +- Asclepian Codices +- Cerere et Baccho +- Cognoscentic Research +- Cohabitive Collaboration +- Concordance Research +- Conservation Ordinance +- Cult of Cernunnos +- Cult of Epona +- Cult of Mercury-Lugus +- Cult of Minerva +- Day Watch +- Devotional Research +- Empyrean Research +- Epona's Hoofbeat +- Fabulae Togatae +- Fenixwrights +- Funeral Games of Tailteann +- Gubernatorial Research +- Headhunting +- Hippocratic Corps +- Hospitality +- Imperial Parades +- Large Loans +- Latrines +- Legally Enshrined +- Lingua Romana +- Marble Roads +- Market Forces +- Metropolitan Research +- Municipal Research +- Night Watch +- Officialdom +- Pax Amicitia +- Portitores +- Praetorian Pumps +- Public Funding +- Quartermastery +- Quinquiremes +- Recruitment Drive +- Right to Repair +- Sacral Spaces +- Sanitary Measures +- Seasoned to Taste +- Shrine Staffing +- Snuffing Sedition +- Solutio Ad Hominem +- The Art of Gift-Giving +- Trireme +- Via Tributum +- Villa Novation +- Villa Visitation +- Voluntary Vigilance +- Warmer Hospitality +- Watchtowers +- Well + +## Source + +- [anno.land - Hazard Fighters](https://anno.land/en/anno-117-skills/gefahrenbekaempfung/) diff --git a/docs/skills/healthy-competition.md b/docs/skills/healthy-competition.md new file mode 100644 index 0000000..e3bea80 --- /dev/null +++ b/docs/skills/healthy-competition.md @@ -0,0 +1,87 @@ +# Healthy Competition + +**Entity Type:** Skill + +**German Name:** Gesunder Wettbewerb + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economic | +| Type | Repeatable Research | +| Base Cost | 1,500,000 Knowledge | + +## Description + +Grants a randomly selected Legendary Specialist focused on Economy, Finance, and Nature. As a Repeatable Research skill, it can be researched multiple times, with each subsequent level costing significantly more Knowledge. + +## Effects + +| Effect Type | Target | Value | +|-------------|--------|-------| +| Grants | Player | Random Legendary Specialist (Economy/Finance/Nature) | + +## Unlock Requirements + +Located at the end of the Economic skill tree branch. Repeatable Research skills are the most expensive and can be upgraded indefinitely, though costs escalate dramatically with each level. The first research costs 1.5 Million Knowledge. + +## Related Skills + +Other Economic category skills include: +- Albionic Research +- Aqua Arborica +- Untapped Soil +- Gobannus-Model Bellows +- Villa Retinue +- Paved Roads +- Better Bellows +- Beaver Bother +- Blind Faith +- Blood of Terra +- Depotism +- Depots +- The Flight of Birds +- Beneath Bedrock +- Deep Depots +- Drainage +- Cyclopedic Research +- Duct Irrigation +- Firmer Foundations +- Fish Markets +- Abyssal Invocation +- Well-Ordered Warehouses +- Pier-to-Pier Trading +- Seaport Specification +- Hurried Horrea +- Raising Sluices +- Honeyed Arbour +- Hushing +- Quays +- Trading Post Improvements +- Warehouse Refinement +- Warehouse Organisation +- Latin Research +- Albionic Loyalists +- Mackerel Hauling +- Metallurgical Research +- Monumental Research +- Wetland Research +- Sewing Circles +- Replanting +- Phlogistic Research +- Albionic Pillars +- Harbourmastery +- Safe Havens +- Harbour Grandmastery +- Reservoirs +- Marsh Services +- Ulex & Agogae +- Vino Veritas +- Water Conservation +- Woodland Rebirth +- Extra Horse Power + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/gesunder-wettbewerb/) diff --git a/docs/skills/hippocratic-corps.md b/docs/skills/hippocratic-corps.md new file mode 100644 index 0000000..359f573 --- /dev/null +++ b/docs/skills/hippocratic-corps.md @@ -0,0 +1,99 @@ +# Hippocratic Corps + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Knowledge Cost | 36,000 | + +## Description + +Hippocratic Corps is a Civic skill that increases the number of disease-fighting patrols available. When unlocked, you gain an additional Medici patrol to help combat disease outbreaks in your settlements. + +Civic skills offer many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medici, Vigiles, and Custodes. Civic skills make managing your cities significantly easier. + +## Effects + +Grants Effect: **Medici** + +| Scope | Effect | Value | +|-------|--------|-------| +| Medici | Available patrols | +1 | + +Increases the number of disease-fighting teams patrolling the streets. + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Civic category: + +- Aleatoria +- Alliance Treaties +- Artificer Intelligence +- Asclepian Codices +- Cerere et Baccho +- Cohabitive Collaboration +- Cognoscentic Research +- Concordance Research +- Conservation Ordinance +- Cult of Cernunnos +- Cult of Epona +- Cult of Mercury-Lugus +- Cult of Minerva +- Day Watch +- Devotional Research +- Empyrean Research +- Epona's Hoofbeat +- Fabulae Togatae +- Fenixwrights +- Funeral Games of Tailteann +- Gubernatorial Research +- Hazard Fighters +- Headhunting +- Hospitality +- Imperial Parades +- Large Loans +- Latrines +- Legally Enshrined +- Lingua Romana +- Marble Roads +- Market Forces +- Metropolitan Research +- Municipal Research +- Night Watch +- Officialdom +- Pax Amicitia +- Populist Research +- Portitores +- Praetorian Pumps +- Public Funding +- Quartermastery +- Quinquiremes +- Recruitment Drive +- Right to Repair +- Sacral Spaces +- Sanitary Measures +- Seasoned to Taste +- Shrine Staffing +- Snuffing Sedition +- Solutio Ad Hominem +- The Art of Gift-Giving +- Trireme +- Via Tributum +- Villa Novation +- Villa Visitation +- Voluntary Vigilance +- Warmer Hospitality +- Watchtowers +- Well + +## Source + +- [anno.land - Hippocratic Corps](https://anno.land/en/anno-117-skills/hippokratisches-korps/) diff --git a/docs/skills/honeyed-arbour.md b/docs/skills/honeyed-arbour.md new file mode 100644 index 0000000..ebc6917 --- /dev/null +++ b/docs/skills/honeyed-arbour.md @@ -0,0 +1,91 @@ +# Honeyed Arbour + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economy | +| Type | Discovery | +| Knowledge Cost | 750,000 | + +## Description + +Honeyed Arbour is an Economy skill that enhances Apiary (beekeeper) buildings with improved productivity and terrain flexibility. Economy skills primarily improve production by enhancing production buildings, increasing the number of workers available, or unlocking completely new mechanics. + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. + +## Effects + +| Effect | Target | Description | +|--------|--------|-------------| +| Productivity | Apiaries (Beekeepers) | +25% | +| Terrain | Apiaries | Can use forests | +| Placement | Apiaries | Do not lose productivity from nearby forests | + +## Unlock Requirements + +- **Knowledge Required:** 750,000 Knowledge +- **Type:** Discovery (must be reached via a research path) + +## Related Skills + +Other skills in the Economy category: + +- Albionic Research +- Aqua Arborica +- Untapped Soil +- Gobannus-Model Bellows +- Villa Retinue +- Paved Roads +- Better Bellows +- Beaver Bother +- Blind Faith +- Blood of Terra +- Depotism +- Depots +- The Flight of Birds +- Beneath Bedrock +- Deep Depots +- Drainage +- Cyclopedic Research +- Duct Irrigation +- Firmer Foundations +- Fish Markets +- Healthy Competition +- Abyssal Invocation +- Well-Ordered Warehouses +- Pier-to-Pier Trading +- Seaport Specification +- Hurried Horrea +- Raising Sluices +- Hushing +- Quays +- Trading Post Improvements +- Warehouse Refinement +- Warehouse Organisation +- Latin Research +- Albionic Loyalists +- Mackerel Hauling +- Metallurgical Research +- Monumental Research +- Wetland Research +- Sewing Circles +- Replanting +- Phlogistic Research +- Albionic Pillars +- Harbourmastery +- Safe Havens +- Harbour Grandmastery +- Reservoirs +- Marsh Services +- Ulex & Agogae +- Vino Veritas +- Water Conservation +- Woodland Rebirth +- Extra Horse Power + +## Source + +- [anno.land - Honeyed Arbour](https://anno.land/en/anno-117-skills/honigsuesser-flug/) diff --git a/docs/skills/hospitality.md b/docs/skills/hospitality.md new file mode 100644 index 0000000..0a666ff --- /dev/null +++ b/docs/skills/hospitality.md @@ -0,0 +1,105 @@ +# Hospitality + +**Entity Type:** Skill + +**German Name:** Gastfreundschaft + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Knowledge Cost | 11,800 | + +## Description + +Hospitality is a Civic skill that unlocks the Officia specialist building, allowing you to accommodate Specialists in your cities. Specialists provide valuable bonuses and enhancements to various aspects of your empire. + +Civic skills offer many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medici, Vigiles, and Custodia services. Civic skills make managing your cities significantly easier. + +As a Discovery type skill, it makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it through a research path. Some discoveries require additional conditions to unlock, such as hosting a specific population type in Albion. + +## Effects + +| Effect | Description | +|--------|-------------| +| Unlocks Specialist Building | Officia | +| Officium Permit | +1 | +| Grants | Allows you to build one Officium on your islands to accommodate Specialists | + +## Unlock Requirements + +- **Knowledge Required:** 11,800 Knowledge +- **Research Path:** Must be reached through the Civic skill tree + +## Related Skills + +Other skills in the Hospitality skill line: +- [Warmer Hospitality](./warmer-hospitality.md) - Officium Permit +1, allows building one more Officium on your islands (360,000 Knowledge) +- Generous Hospitality (Grosszuegige Gastfreundschaft) - Another skill in the hospitality line granting additional Officium permits + +Other Civic category skills include: +- Aleatoria +- Alliance Treaties +- Headhunting +- Asclepian Codices +- Market Forces +- Snuffing Sedition +- Well +- Cerere et Baccho +- The Art of Gift-Giving +- Empyrean Research +- Cult of Epona +- Epona's Hoofbeat +- Artificer Intelligence +- Conservation Ordinance +- Cognoscentic Research +- Fabulae Togatae +- Voluntary Vigilance +- Hazard Fighters +- Seasoned to Taste +- Shrine Staffing +- Large Loans +- Metropolitan Research +- Officialdom +- Hippocratic Corps +- Imperial Parades +- Recruitment Drive +- Concordance Research +- Cult of Minerva +- Cult of Cernunnos +- Cult of Mercury-Lugus +- Latrines +- Lingua Romana +- Marble Roads +- Night Watch +- Villa Novation +- Public Funding +- Aesthetic Aedificator +- Pax Amicitia +- Fenixwrights +- Portitores +- Gubernatorial Research +- Praetorian Pumps +- Cohabitive Collaboration +- Quartermastery +- Quinquiremes +- Right to Repair +- Sanitary Measures +- Sacral Spaces +- Legally Enshrined +- Solutio Ad Hominem +- Funeral Games of Tailteann +- Municipal Research +- Day Watch +- Trireme +- Devotional Research +- Via Tributum +- Villa Visitation +- Populist Research +- Watchtowers + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/gastfreundschaft/) diff --git a/docs/skills/hushing.md b/docs/skills/hushing.md new file mode 100644 index 0000000..6104b4e --- /dev/null +++ b/docs/skills/hushing.md @@ -0,0 +1,90 @@ +# Hushing + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economic | +| Type | Discovery | +| Knowledge Cost | 46,000 | + +## Description + +Hushing is an Economic skill that unlocks the Aqueduct Boost for Mines. This allows all mines to benefit from hydraulics via aqueducts, significantly increasing their productivity. Hushing was a historical Roman mining technique that used water released from reservoirs to expose ore deposits. + +## Effects + +Unlocks: **Aqueduct Boost: Mines** + +- Allows all mines to benefit from hydraulics via aqueducts +- Increases mine productivity when connected to the aqueduct system + +## Unlock Requirements + +- Choose the Celtic path in Albion +- Host Smiths in your realm + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. + +## Related Skills + +Other skills in the Economic category: + +- Albionic Research +- Aqua Arborica +- Untapped Soil +- Gobannus-Model Bellows +- Villa Retinue +- Paved Roads +- Better Bellows +- Beaver Bother +- Blind Faith +- Blood of Terra +- Depotism +- Depots +- The Flight of Birds +- Beneath Bedrock +- Deep Depots +- Drainage +- Cyclopedic Research +- Duct Irrigation +- Firmer Foundations +- Fish Markets +- Healthy Competition +- Abyssal Invocation +- Well-Ordered Warehouses +- Pier-to-Pier Trading +- Seaport Specification +- Hurried Horrea +- Raising Sluices +- Honeyed Arbour +- Quays +- Trading Post Improvements +- Warehouse Refinement +- Warehouse Organisation +- Latin Research +- Albionic Loyalists +- Mackerel Hauling +- Metallurgical Research +- Monumental Research +- Wetland Research +- Sewing Circles +- Replanting +- Phlogistic Research +- Albionic Pillars +- Harbourmastery +- Safe Havens +- Harbour Grandmastery +- Reservoirs +- Marsh Services +- Ulex & Agogae +- Vino Veritas +- Water Conservation +- Woodland Rebirth +- Extra Horse Power + +## Source + +- [anno.land - Hushing](https://anno.land/en/anno-117-skills/hydraulischer-bergbau/) diff --git a/docs/skills/imperial-parades.md b/docs/skills/imperial-parades.md new file mode 100644 index 0000000..ed2892a --- /dev/null +++ b/docs/skills/imperial-parades.md @@ -0,0 +1,98 @@ +# Imperial Parades + +**Entity Type:** Skill + +**German Name:** Imperiale Paraden + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Knowledge Cost | 5,900 | + +## Description + +Imperial Parades is a Civic category skill that grants a Prestige area effect to Barracks. Buildings near a Barracks will produce Prestige. + +Civic skills provide many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medicis, Vigiles, and Custodias. Civic skills greatly facilitate the management of your cities. + +As a Discovery type skill, it makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it through a research path. Some discoveries require additional conditions to unlock, such as hosting a specific population type in Albion. + +## Effects + +| Effect Type | Target | Value | +|-------------|--------|-------| +| Prestige area effect | Barracks | +2 | + +## Unlock Requirements + +- **Knowledge Required:** 5,900 +- **Special Condition:** Choose the Celtic path in Albion and host Smiths in your realm +- **Research Path:** Must be reached through the Civic skill tree + +## Related Skills + +Other Civic category skills include: +- Aleatoria +- Alliance Treaties +- Asclepian Codices +- Cerere et Baccho +- Cognoscentic Research +- Cohabitive Collaboration +- Concordance Research +- Conservation Ordinance +- Cult of Cernunnos +- Cult of Epona +- Cult of Mercury-Lugus +- Cult of Minerva +- Day Watch +- Devotional Research +- Empyrean Research +- Epona's Hoofbeat +- Fabulae Togatae +- Fenixwrights +- Funeral Games of Tailteann +- Gubernatorial Research +- Hazard Fighters +- Headhunting +- Hippocratic Corps +- Hospitality +- Large Loans +- Latrines +- Legally Enshrined +- Lingua Romana +- Marble Roads +- Market Forces +- Metropolitan Research +- Municipal Research +- Night Watch +- Officialdom +- Pax Amicitia +- Portitores +- Praetorian Pumps +- Public Funding +- Quartermastery +- Quinquiremes +- Recruitment Drive +- Right to Repair +- Sacral Spaces +- Sanitary Measures +- Seasoned to Taste +- Shrine Staffing +- Snuffing Sedition +- Solutio Ad Hominem +- The Art of Gift-Giving +- Trireme +- Via Tributum +- Villa Novation +- Villa Visitation +- Voluntary Vigilance +- Warmer Hospitality +- Watchtowers +- Well + +## Source + +- [anno.land - Imperial Parades](https://anno.land/en/anno-117-skills/imperiale-paraden/) diff --git a/docs/skills/inventive-spirit.md b/docs/skills/inventive-spirit.md new file mode 100644 index 0000000..b4ba204 --- /dev/null +++ b/docs/skills/inventive-spirit.md @@ -0,0 +1,96 @@ +# Inventive Spirit (Artificer Intelligence) + +**Entity Type:** Skill + +**German Name:** Erfindergeist + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | + +## Description + +Artificer Intelligence (Erfindergeist) is a Civic category Discovery skill in Anno 117. Civic skills offer many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medici, Vigiles, and Custodes. Civic skills make managing your cities significantly easier. + +As a Discovery type skill, it makes up the majority of skills in the Anno 117 skill tree. To research them, you must first reach them via a research path. Some discoveries require fulfilling additional conditions before they can be unlocked - for example, hosting a specific population type in Albion. + +## Effects + +- **Siege Workshop: Knowledge area effect +2** + - Buildings near a Siege Workshop will produce Knowledge + +## Unlock Requirements + +- **Knowledge Required:** 5,900 Knowledge +- **Special Condition:** Choose the Roman path in Albion and host Mercators in your realm + +## Related Skills + +Other Civic category skills include: +- Aleatoria +- Alliance Treaties +- Headhunting +- Asclepian Codices +- Market Forces +- Snuffing Sedition +- Well +- Cerere et Baccho +- The Art of Gift-Giving +- Empyrean Research +- Cult of Epona +- Epona's Hoofbeat +- Conservation Ordinance +- Cognoscentic Research +- Fabulae Togatae +- Voluntary Vigilance +- Hospitality +- Hazard Fighters +- Seasoned to Taste +- Shrine Staffing +- Large Loans +- Metropolitan Research +- Warmer Hospitality +- Officialdom +- Hippocratic Corps +- Imperial Parades +- Recruitment Drive +- Concordance Research +- Cult of Minerva +- Cult of Cernunnos +- Cult of Mercury-Lugus +- Latrines +- Lingua Romana +- Marble Roads +- Night Watch +- Villa Novation +- Public Funding +- Aesthetic Aedificator +- Pax Amicitia +- Fenixwrights +- Portitores +- Gubernatorial Research +- Praetorian Pumps +- Cohabitive Collaboration +- Quartermastery +- Quinquiremes +- Right to Repair +- Sanitary Measures +- Sacral Spaces +- Legally Enshrined +- Solutio Ad Hominem +- Funeral Games of Tailteann +- Municipal Research +- Day Watch +- Trireme +- Devotional Research +- Via Tributum +- Villa Visitation +- Populist Research +- Watchtowers + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/erfindergeist/) diff --git a/docs/skills/large-loans.md b/docs/skills/large-loans.md new file mode 100644 index 0000000..0b87e51 --- /dev/null +++ b/docs/skills/large-loans.md @@ -0,0 +1,93 @@ +# Large Loans + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Knowledge Cost | 92,000 | + +## Description + +Large Loans is a Civic skill that unlocks the ability to take out large loans with rival factions. Civic skills provide many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medicis, Vigiles, and Custodias. Civic skills greatly facilitate the management of your cities. + +## Effects + +| Effect | Description | +|--------|-------------| +| Unlocks | Large Loan | +| Benefit | Allows you to take out a large loan with a Rival | + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Civic category: + +- Aleatoria +- Alliance Treaties +- Artificer Intelligence +- Asclepian Codices +- Cerere et Baccho +- Cognoscentic Research +- Cohabitive Collaboration +- Concordance Research +- Conservation Ordinance +- Cult of Cernunnos +- Cult of Epona +- Cult of Mercury-Lugus +- Cult of Minerva +- Day Watch +- Devotional Research +- Empyrean Research +- Epona's Hoofbeat +- Fabulae Togatae +- Fenixwrights +- Funeral Games of Tailteann +- Gubernatorial Research +- Hazard Fighters +- Headhunting +- Hippocratic Corps +- Hospitality +- Imperial Parades +- Latrines +- Legally Enshrined +- Lingua Romana +- Marble Roads +- Market Forces +- Metropolitan Research +- Municipal Research +- Night Watch +- Officialdom +- Pax Amicitia +- Portitores +- Praetorian Pumps +- Public Funding +- Quartermastery +- Quinquiremes +- Recruitment Drive +- Right to Repair +- Sacral Spaces +- Sanitary Measures +- Seasoned to Taste +- Shrine Staffing +- Snuffing Sedition +- Solutio Ad Hominem +- The Art of Gift-Giving +- Trireme +- Via Tributum +- Villa Novation +- Villa Visitation +- Voluntary Vigilance +- Warmer Hospitality +- Watchtowers +- Well + +## Source + +- [anno.land - Large Loans](https://anno.land/en/anno-117-skills/grosse-darlehen/) diff --git a/docs/skills/latin-research.md b/docs/skills/latin-research.md new file mode 100644 index 0000000..62f9e3a --- /dev/null +++ b/docs/skills/latin-research.md @@ -0,0 +1,90 @@ +# Latin Research + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economy | +| Type | Inspiration | +| Knowledge Cost | 500 | + +## Description + +Latin Research is an Economy skill that serves as a key unlocking node in the research tree. Economy skills primarily improve production by enhancing production buildings, increasing the number of workers available, or unlocking completely new mechanics. + +This is an Inspiration-type skill, which is placed deeper in the research tree and must be unlocked through specific conditions. Each Inspiration node has two requirements: a certain amount of generated knowledge, and a secondary condition such as building a specific structure or fulfilling another prerequisite. Once unlocked, it can serve as a starting point for further research. + +## Effects + +| Effect | Target | Description | +|--------|--------|-------------| +| Unlocks | Research Tree | Opens Latin research branch for further discoveries | + +## Unlock Requirements + +- **Knowledge Required:** 500 Knowledge (generated) +- **Secondary Requirement:** Establish a Trade Route in Latium +- **Type:** Inspiration (must meet both conditions to unlock) + +## Related Skills + +Other skills in the Economy category: + +- Albionic Research +- Aqua Arborica +- Untapped Soil +- Gobannus-Model Bellows +- Villa Retinue +- Paved Roads +- Better Bellows +- Beaver Bother +- Blind Faith +- Blood of Terra +- Depotism +- Depots +- The Flight of Birds +- Beneath Bedrock +- Deep Depots +- Drainage +- Cyclopedic Research +- Duct Irrigation +- Firmer Foundations +- Fish Markets +- Healthy Competition +- Abyssal Invocation +- Well-Ordered Warehouses +- Pier-to-Pier Trading +- Seaport Specification +- Hurried Horrea +- Raising Sluices +- Honeyed Arbour +- Hushing +- Quays +- Trading Post Improvements +- Warehouse Refinement +- Warehouse Organisation +- Albionic Loyalists +- Mackerel Hauling +- Metallurgical Research +- Monumental Research +- Wetland Research +- Sewing Circles +- Replanting +- Phlogistic Research +- Albionic Pillars +- Harbourmastery +- Safe Havens +- Harbour Grandmastery +- Reservoirs +- Marsh Services +- Ulex & Agogae +- Vino Veritas +- Water Conservation +- Woodland Rebirth +- Extra Horse Power + +## Source + +- [anno.land - Latin Research](https://anno.land/en/anno-117-skills/lateinische-forschung/) diff --git a/docs/skills/latrines.md b/docs/skills/latrines.md new file mode 100644 index 0000000..bbb670d --- /dev/null +++ b/docs/skills/latrines.md @@ -0,0 +1,96 @@ +# Latrines + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Knowledge Cost | 18,000 | + +## Description + +Latrines is a Civic skill that unlocks the Latrines amenity building. When constructed, Latrines increase Health in nearby areas, improving the overall sanitation and well-being of your population. + +Civic skills offer many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medici, Vigiles, and Custodes. Civic skills make managing your cities significantly easier. + +## Effects + +Unlocks Amenity: **Latrines** + +| Scope | Effect | +|-------|--------| +| Nearby buildings | Increases Health | + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Civic category: + +- Aleatoria +- Alliance Treaties +- Asclepian Codices +- Cerere et Baccho +- Cohabitive Collaboration +- Cognoscentic Research +- Concordance Research +- Conservation Ordinance +- Cult of Cernunnos +- Cult of Epona +- Cult of Mercury-Lugus +- Cult of Minerva +- Day Watch +- Devotional Research +- Empyrean Research +- Epona's Hoofbeat +- Fabulae Togatae +- Fenixwrights +- Funeral Games of Tailteann +- Gubernatorial Research +- Hazard Fighters +- Headhunting +- Hippocratic Corps +- Hospitality +- Imperial Parades +- Large Loans +- Legally Enshrined +- Lingua Romana +- Marble Roads +- Market Forces +- Metropolitan Research +- Municipal Research +- Night Watch +- Officialdom +- Pax Amicitia +- Populist Research +- Portitores +- Praetorian Pumps +- Public Funding +- Quartermastery +- Quinquiremes +- Recruitment Drive +- Right to Repair +- Sacral Spaces +- Sanitary Measures +- Seasoned to Taste +- Shrine Staffing +- Snuffing Sedition +- Solutio Ad Hominem +- The Art of Gift-Giving +- Trireme +- Via Tributum +- Villa Novation +- Villa Visitation +- Voluntary Vigilance +- Warmer Hospitality +- Watchtowers +- Well + +## Source + +- [anno.land - Latrines](https://anno.land/en/anno-117-skills/latrinen/) diff --git a/docs/skills/legatic-research.md b/docs/skills/legatic-research.md new file mode 100644 index 0000000..f462378 --- /dev/null +++ b/docs/skills/legatic-research.md @@ -0,0 +1,89 @@ +# Legatic Research + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Inspiration | +| Knowledge Cost | 1,800 | + +## Description + +Legatic Research is a Military skill of the Inspiration type. Inspiration skills are placed deeper in the research tree and must be unlocked by meeting two conditions: generating a specific amount of knowledge and fulfilling an additional requirement. + +## Unlock Requirements + +To unlock Legatic Research, you must: + +1. Generate at least **1,800 Knowledge** +2. Expand your army to **5 Troops** + +Once unlocked, this skill node can serve as a starting point for further research in the Military category. + +## Related Skills + +Other skills in the Military category: + +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legionaries +- Legionic Research +- Manipular Manouvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisinal Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armousmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +- [anno.land - Legatic Research](https://anno.land/en/anno-117-skills/legatforschung/) diff --git a/docs/skills/legionaries.md b/docs/skills/legionaries.md new file mode 100644 index 0000000..055af9d --- /dev/null +++ b/docs/skills/legionaries.md @@ -0,0 +1,90 @@ +# Legionaries + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Discovery | +| Knowledge Cost | 36,000 | + +## Description + +Legionaries is a Military skill that unlocks the Legionaries military unit. Military skills improve your land and naval military units or unlock completely new unit types. They also allow you to unlock powerful upgrades for defensive buildings including Towers, Walls, and recruitment buildings. + +## Effects + +| Effect | Description | +|--------|-------------| +| Unlocks | Legionaries | + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Military category: + +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionic Research +- Manipular Manouvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisinal Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armousmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +- [anno.land - Legionaries](https://anno.land/en/anno-117-skills/legionaere/) diff --git a/docs/skills/legionic-research.md b/docs/skills/legionic-research.md new file mode 100644 index 0000000..385a61a --- /dev/null +++ b/docs/skills/legionic-research.md @@ -0,0 +1,91 @@ +# Legionic Research + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Inspiration | +| Knowledge Cost | 500 | + +## Description + +Legionic Research is a Military skill of the Inspiration type. Inspiration skills are placed deeper in the research tree and must be unlocked by meeting two conditions: generating a specific amount of knowledge and fulfilling an additional requirement. + +Military skills improve your military units on land and sea, or unlock completely new unit types. You can also unlock powerful upgrades for your defensive buildings, including towers, walls, and recruitment buildings. + +## Unlock Requirements + +To unlock Legionic Research, you must: + +1. Generate at least **500 Knowledge** +2. Build a **Barracks** + +Once unlocked, this skill node can serve as a starting point for further research in the Military category. + +## Related Skills + +Other skills in the Military category: + +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Manipular Manouvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisinal Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armousmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +- [anno.land - Legionic Research](https://anno.land/en/anno-117-skills/legionaersforschung/) diff --git a/docs/skills/lingua-romana.md b/docs/skills/lingua-romana.md new file mode 100644 index 0000000..b673d39 --- /dev/null +++ b/docs/skills/lingua-romana.md @@ -0,0 +1,101 @@ +# Lingua Romana + +**Entity Type:** Skill + +**German Name:** Lingua Romana + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Base Cost | 32,000 Knowledge | + +## Description + +Lingua Romana is a Civic category skill that increases the effect range of the Grammaticus building. Civic skills offer many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medici, Vigiles, and Custodes. Civic skills make managing your cities significantly easier. + +As a Discovery type skill, it makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it through a research path. Some discoveries require additional conditions to unlock, such as hosting a specific population type in Albion. + +## Effects + +| Effect Type | Target | Value | +|-------------|--------|-------| +| Effect Range | Grammaticus | +20% | + +This skill applies to all islands and increases the distance at which residences and other buildings benefit from a nearby Grammaticus. + +## Unlock Requirements + +- **Knowledge Required:** 32,000 Knowledge +- **Special Condition:** Choose the Roman path in Albion and host Mercators in your realm +- **Research Path:** Must be reached through the Civic skill tree + +## Related Skills + +Other Civic category skills include: +- Aleatoria +- Alliance Treaties +- Headhunting +- Asclepian Codices +- Market Forces +- Snuffing Sedition +- Well +- Cerere et Baccho +- The Art of Gift-Giving +- Empyrean Research +- Cult of Epona +- Epona's Hoofbeat +- Artificer Intelligence +- Conservation Ordinance +- Cognoscentic Research +- Fabulae Togatae +- Voluntary Vigilance +- Hospitality +- Hazard Fighters +- Seasoned to Taste +- Shrine Staffing +- Large Loans +- Metropolitan Research +- Warmer Hospitality +- Officialdom +- Hippocratic Corps +- Imperial Parades +- Recruitment Drive +- Concordance Research +- Cult of Minerva +- Cult of Cernunnos +- Cult of Mercury-Lugus +- Latrines +- Marble Roads +- Night Watch +- Villa Novation +- Public Funding +- Aesthetic Aedificator +- Pax Amicitia +- Fenixwrights +- Portitores +- Gubernatorial Research +- Praetorian Pumps +- Cohabitive Collaboration +- Quartermastery +- Quinquiremes +- Right to Repair +- Sanitary Measures +- Sacral Spaces +- Legally Enshrined +- Solutio Ad Hominem +- Funeral Games of Tailteann +- Municipal Research +- Day Watch +- Trireme +- Devotional Research +- Via Tributum +- Villa Visitation +- Populist Research +- Watchtowers + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/lingua-romana/) diff --git a/docs/skills/mackerel-fishing.md b/docs/skills/mackerel-fishing.md new file mode 100644 index 0000000..0b994b5 --- /dev/null +++ b/docs/skills/mackerel-fishing.md @@ -0,0 +1,90 @@ +# Mackerel Hauling + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economy | +| Type | Discovery | +| Knowledge Cost | 64,000 | + +## Description + +Mackerel Hauling is an Economy skill that allows Scomber's Huts to produce fish even without access to a Mackerel Population, albeit with reduced productivity. Economy skills primarily improve production by enhancing production buildings, increasing the number of workers available, or unlocking completely new mechanics. + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. + +## Effects + +| Effect | Target | Description | +|--------|--------|-------------| +| Mackerel Population | All islands | 50% | +| Production Flexibility | Scomber's Hut | Allows production without Mackerel Population | + +## Unlock Requirements + +- **Knowledge Required:** 64,000 Knowledge +- **Type:** Discovery (must be reached via a research path) + +## Related Skills + +Other skills in the Economy category: + +- Albionic Research +- Aqua Arborica +- Untapped Soil +- Gobannus-Model Bellows +- Villa Retinue +- Paved Roads +- Better Bellows +- Beaver Bother +- Blind Faith +- Blood of Terra +- Depotism +- Depots +- The Flight of Birds +- Beneath Bedrock +- Deep Depots +- Drainage +- Cyclopedic Research +- Duct Irrigation +- Firmer Foundations +- Fish Markets +- Healthy Competition +- Abyssal Invocation +- Well-Ordered Warehouses +- Pier-to-Pier Trading +- Seaport Specification +- Hurried Horrea +- Raising Sluices +- Honeyed Arbour +- Hushing +- Quays +- Trading Post Improvements +- Warehouse Refinement +- Warehouse Organisation +- Latin Research +- Albionic Loyalists +- Metallurgical Research +- Monumental Research +- Wetland Research +- Sewing Circles +- Replanting +- Phlogistic Research +- Albionic Pillars +- Harbourmastery +- Safe Havens +- Harbour Grandmastery +- Reservoirs +- Marsh Services +- Ulex & Agogae +- Vino Veritas +- Water Conservation +- Woodland Rebirth +- Extra Horse Power + +## Source + +- [anno.land - Mackerel Hauling](https://anno.land/en/anno-117-skills/makrelenfang/) diff --git a/docs/skills/manipular-manouvres.md b/docs/skills/manipular-manouvres.md new file mode 100644 index 0000000..b79fe26 --- /dev/null +++ b/docs/skills/manipular-manouvres.md @@ -0,0 +1,94 @@ +# Manipular Manouvres + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Discovery | +| Knowledge Cost | 375,000 | + +## Description + +Manipular Manouvres is a Military skill that improves the stats of all Legionary troops. The skill enhances the fundamental combat capabilities of legionaries, providing bonuses to morale, toughness, and shield protection. + +## Effects + +Grants Effect: **Legionaries** + +| Stat | Bonus | +|------|-------| +| Morale | +100 | +| Toughness | +1 | +| Shield Protection | +1 | + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Military category: + +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisinal Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armousmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +- [anno.land - Manipular Manouvres](https://anno.land/en/anno-117-skills/manipel-manoever/) diff --git a/docs/skills/manor-invictus.md b/docs/skills/manor-invictus.md new file mode 100644 index 0000000..3d463e7 --- /dev/null +++ b/docs/skills/manor-invictus.md @@ -0,0 +1,94 @@ +# Manor Invictus + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Discovery | +| Knowledge Cost | 180,000 | + +## Description + +Manor Invictus is a Military skill that improves the stats of all Governor Villas. This skill enhances your defensive capabilities by boosting the combat effectiveness of Governor Villa buildings. + +## Effects + +Grants Effect: **Governor Villa** + +| Stat | Bonus | +|------|-------| +| Attack range | +10% | +| Ranged offence | +1 | +| Attack speed | +25% | + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Military category: + +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manouvres +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisinal Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armousmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +- [anno.land - Manor Invictus](https://anno.land/en/anno-117-skills/manor-invictus/) diff --git a/docs/skills/marble-roads.md b/docs/skills/marble-roads.md new file mode 100644 index 0000000..12b09a5 --- /dev/null +++ b/docs/skills/marble-roads.md @@ -0,0 +1,104 @@ +# Marble Roads + +**Entity Type:** Skill + +**German Name:** Marmorstrassen + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Base Cost | ? Knowledge | + +## Description + +Marble Roads is a Civic category skill that unlocks Ornamental Roads, specifically the Marble Road. An ornamental road that gives small amounts of Prestige and allows for faster transportation of goods, extending the reach of buildings. + +Civic skills offer many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medici, Vigiles, and Custodes. Civic skills make managing your cities significantly easier. + +As a Discovery type skill, it makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it through a research path. Some discoveries require additional conditions to unlock, such as hosting a specific population type in Albion. + +## Effects + +| Effect Type | Target | Value | +|-------------|--------|-------| +| Unlock | Ornamental Road | Marble Road | +| Prestige Bonus | Marble Road | Small Prestige Bonus | +| Transport Speed | Marble Road | Faster Goods Transportation | +| Building Reach | Marble Road | Extended Building Reach | + +## Unlock Requirements + +- **Knowledge Required:** ? Knowledge +- **Secondary Requirement:** Store at least 5t Marble +- **Research Path:** Must be reached through the Civic skill tree + +## Related Skills + +Other Civic category skills include: +- Aleatoria +- Alliance Treaties +- Headhunting +- Asclepian Codices +- Market Forces +- Snuffing Sedition +- Well +- Cerere et Baccho +- The Art of Gift-Giving +- Empyrean Research +- Cult of Epona +- Epona's Hoofbeat +- Artificer Intelligence +- Conservation Ordinance +- Cognoscentic Research +- Fabulae Togatae +- Voluntary Vigilance +- Hospitality +- Hazard Fighters +- Seasoned to Taste +- Shrine Staffing +- Large Loans +- Metropolitan Research +- Warmer Hospitality +- Officialdom +- Hippocratic Corps +- Imperial Parades +- Recruitment Drive +- Concordance Research +- Cult of Minerva +- Cult of Cernunnos +- Cult of Mercury-Lugus +- Latrines +- Lingua Romana +- Night Watch +- Villa Novation +- Public Funding +- Aesthetic Aedificator +- Pax Amicitia +- Fenixwrights +- Portitores +- Gubernatorial Research +- Praetorian Pumps +- Cohabitive Collaboration +- Quartermastery +- Quinquiremes +- Right to Repair +- Sanitary Measures +- Sacral Spaces +- Legally Enshrined +- Solutio Ad Hominem +- Funeral Games of Tailteann +- Municipal Research +- Day Watch +- Trireme +- Devotional Research +- Via Tributum +- Villa Visitation +- Populist Research +- Watchtowers + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/marmorstrassen/) diff --git a/docs/skills/marsh-services.md b/docs/skills/marsh-services.md new file mode 100644 index 0000000..8b9d9d9 --- /dev/null +++ b/docs/skills/marsh-services.md @@ -0,0 +1,88 @@ +# Marsh Services + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economy | +| Type | Discovery | +| Knowledge Cost | 32,000 | + +## Description + +Marsh Services is an Economy skill that allows the placement of City Watch building types within the marshlands. This enables you to provide security services in areas that would otherwise be difficult to patrol due to the wet, boggy terrain. + +## Effects + +- **Unlocks:** Marsh Services +- Allows the placement of City Watch building types within the marshlands + +## Unlock Requirements + +- Choose the Celtic path in Albion +- Host Smiths in your realm + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Economy category: + +- Albionic Research +- Aqua Arborica +- Untapped Soil +- Gobannus-Model Bellows +- Villa Retinue +- Paved Roads +- Better Bellows +- Beaver Bother +- Blind Faith +- Blood of Terra +- Depotism +- Depots +- The Flight of Birds +- Beneath Bedrock +- Deep Depots +- Drainage +- Cyclopedic Research +- Duct Irrigation +- Firmer Foundations +- Fish Markets +- Healthy Competition +- Abyssal Invocation +- Well-Ordered Warehouses +- Pier-to-Pier Trading +- Seaport Specification +- Hurried Horrea +- Raising Sluices +- Honeyed Arbour +- Hushing +- Quays +- Trading Post Improvements +- Warehouse Refinement +- Warehouse Organisation +- Latin Research +- Albionic Loyalists +- Mackerel Hauling +- Metallurgical Research +- Monumental Research +- Wetland Research +- Sewing Circles +- Replanting +- Phlogistic Research +- Albionic Pillars +- Harbourmastery +- Safe Havens +- Harbour Grandmastery +- Reservoirs +- Ulex & Agogae +- Vino Veritas +- Water Conservation +- Woodland Rebirth +- Extra Horse Power + +## Source + +- [anno.land - Marsh Services](https://anno.land/en/anno-117-skills/sumpfwache/) diff --git a/docs/skills/metallurgical-research.md b/docs/skills/metallurgical-research.md new file mode 100644 index 0000000..0ecbbe2 --- /dev/null +++ b/docs/skills/metallurgical-research.md @@ -0,0 +1,87 @@ +# Metallurgical Research + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economic | +| Type | Inspiration | +| Knowledge Cost | 9,000 | + +## Description + +Metallurgical Research is an Economic skill that serves as an Inspiration node in the skill tree. Inspiration skills are placed deeper in the research tree and must be unlocked by meeting two conditions: generating a required amount of knowledge and fulfilling a secondary requirement. + +Economic skills primarily improve your production by enhancing production buildings, increasing your workforce, or unlocking entirely new mechanics. + +## Unlock Requirements + +To unlock this Inspiration skill, you must: + +1. Generate at least **9,000 Knowledge** +2. Open **12 Mines in Albion** + +Once unlocked, this node can serve as a starting point for further research. + +## Related Skills + +Other skills in the Economic category: + +- Albionic Research +- Aqua Arborica +- Untapped Soil +- Gobannus-Model Bellows +- Villa Retinue +- Paved Roads +- Better Bellows +- Beaver Bother +- Blind Faith +- Blood of Terra +- Depotism +- Depots +- The Flight of Birds +- Beneath Bedrock +- Deep Depots +- Drainage +- Cyclopedic Research +- Duct Irrigation +- Firmer Foundations +- Fish Markets +- Healthy Competition +- Abyssal Invocation +- Well-Ordered Warehouses +- Pier-to-Pier Trading +- Seaport Specification +- Hurried Horrea +- Raising Sluices +- Honeyed Arbour +- Hushing +- Quays +- Trading Post Improvements +- Warehouse Refinement +- Warehouse Organisation +- Latin Research +- Albionic Loyalists +- Mackerel Hauling +- Monumental Research +- Wetland Research +- Sewing Circles +- Replanting +- Phlogistic Research +- Albionic Pillars +- Harbourmastery +- Safe Havens +- Harbour Grandmastery +- Reservoirs +- Marsh Services +- Ulex & Agogae +- Vino Veritas +- Water Conservation +- Woodland Rebirth +- Extra Horse Power + +## Source + +- [anno.land - Metallurgical Research](https://anno.land/en/anno-117-skills/metallurgische-forschung/) diff --git a/docs/skills/metropolitan-research.md b/docs/skills/metropolitan-research.md new file mode 100644 index 0000000..6dd24b1 --- /dev/null +++ b/docs/skills/metropolitan-research.md @@ -0,0 +1,97 @@ +# Metropolitan Research + +**Entity Type:** Skill + +**German Name:** Grossstaedtische Forschung + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Inspiration | +| Knowledge Cost | 17,000 | + +## Description + +Metropolitan Research is a Civic category skill of the Inspiration type. Civic skills offer many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medici, Vigiles, and Custodes. Civic skills make managing your cities significantly easier. + +As an Inspiration-type skill, Metropolitan Research is placed deeper in the research tree and must be unlocked. Each Inspiration node has two conditions: you need a certain amount of generated knowledge, and you must fulfill a secondary requirement such as reaching a population milestone. + +## Effects + +Once unlocked, this skill node serves as a starting point for further research in the Civic skill tree. + +## Unlock Requirements + +- Reach **25,000 total Global Population** +- Produce at least **17,000 Knowledge** + +## Related Skills + +Other skills in the Civic category: + +- Aleatoria +- Alliance Treaties +- Headhunting +- Asclepian Codices +- Market Forces +- Snuffing Sedition +- Well +- Cerere et Baccho +- The Art of Gift-Giving +- Empyrean Research +- Cult of Epona +- Epona's Hoofbeat +- Artificer Intelligence +- Conservation Ordinance +- Cognoscentic Research +- Fabulae Togatae +- Voluntary Vigilance +- Hospitality +- Hazard Fighters +- Seasoned to Taste +- Shrine Staffing +- Large Loans +- Warmer Hospitality +- Officialdom +- Hippocratic Corps +- Imperial Parades +- Recruitment Drive +- Concordance Research +- Cult of Minerva +- Cult of Cernunnos +- Cult of Mercury-Lugus +- Latrines +- Lingua Romana +- Marble Roads +- Night Watch +- Villa Novation +- Public Funding +- Aesthetic Aedificator +- Pax Amicitia +- Fenixwrights +- Portitores +- Gubernatorial Research +- Praetorian Pumps +- Cohabitive Collaboration +- Quartermastery +- Quinquiremes +- Right to Repair +- Sanitary Measures +- Sacral Spaces +- Legally Enshrined +- Solutio Ad Hominem +- Funeral Games of Tailteann +- Municipal Research +- Day Watch +- Trireme +- Devotional Research +- Via Tributum +- Villa Visitation +- Populist Research +- Watchtowers + +## Source + +- [anno.land - Metropolitan Research](https://anno.land/en/anno-117-skills/grossstaedtische-forschung/) diff --git a/docs/skills/monumental-research.md b/docs/skills/monumental-research.md new file mode 100644 index 0000000..980676c --- /dev/null +++ b/docs/skills/monumental-research.md @@ -0,0 +1,89 @@ +# Monumental Research + +**Entity Type:** Skill + +**German Name:** Monumentale Forschung + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economic | +| Type | Inspiration | +| Knowledge Cost | 9,000 | + +## Description + +Monumental Research is an Economic category skill of the Inspiration type. Economic skills improve production capabilities by enhancing production buildings, increasing the number of available workers, or unlocking completely new mechanics. + +As an Inspiration-type skill, Monumental Research is placed deeper in the research tree and must be unlocked. Each Inspiration node has two conditions: you need a certain amount of generated knowledge, and you must fulfill a secondary requirement such as constructing specific buildings. + +## Effects + +Once unlocked, this skill node serves as a starting point for further research in the Economic skill tree, particularly for monument-related research paths. + +## Unlock Requirements + +- Construct **5 Aqueducts** in Latium +- Produce at least **9,000 Knowledge** + +## Related Skills + +Other skills in the Economic category: + +- Albionic Research +- Aqua Arborica +- Untapped Soil +- Gobannus-Model Bellows +- Villa Retinue +- Paved Roads +- Better Bellows +- Beaver Bother +- Blind Faith +- Blood of Terra +- Depotism +- Depots +- The Flight of Birds +- Beneath Bedrock +- Deep Depots +- Drainage +- Cyclopedic Research +- Duct Irrigation +- Firmer Foundations +- Fish Markets +- Healthy Competition +- Abyssal Invocation +- Well-Ordered Warehouses +- Pier-to-Pier Trading +- Seaport Specification +- Hurried Horrea +- Raising Sluices +- Honeyed Arbour +- Hushing +- Quays +- Trading Post Improvements +- Warehouse Refinement +- Warehouse Organisation +- Latin Research +- Albionic Loyalists +- Mackerel Hauling +- Metallurgical Research +- Wetland Research +- Sewing Circles +- Replanting +- Phlogistic Research +- Albionic Pillars +- Harbourmastery +- Safe Havens +- Harbour Grandmastery +- Reservoirs +- Marsh Services +- Ulex & Agogae +- Vino Veritas +- Water Conservation +- Woodland Rebirth +- Extra Horse Power + +## Source + +- [anno.land - Monumental Research](https://anno.land/en/anno-117-skills/monumentale-forschung/) diff --git a/docs/skills/multi-task-menders.md b/docs/skills/multi-task-menders.md new file mode 100644 index 0000000..ab446b9 --- /dev/null +++ b/docs/skills/multi-task-menders.md @@ -0,0 +1,94 @@ +# Multi-task Menders + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Discovery | +| Knowledge Cost | 110,000 | + +## Description + +Multi-task Menders is a Military skill that enhances the efficiency of Repair Cranes by allowing them to repair multiple ships simultaneously. This skill is essential for maintaining larger fleets during extended naval operations. + +## Effects + +Grants Effect: **Repair Crane** + +| Stat | Bonus | +|------|-------| +| Simultaneous repairs | +1 | + +Increases the number of ships that one Repair Crane can repair simultaneously. + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Military category: + +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover positions +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manouvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisinal Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armousmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +- [anno.land - Multi-task Menders](https://anno.land/en/anno-117-skills/effizienter-reparaturkran/) diff --git a/docs/skills/nautical-research.md b/docs/skills/nautical-research.md new file mode 100644 index 0000000..c27a7ae --- /dev/null +++ b/docs/skills/nautical-research.md @@ -0,0 +1,93 @@ +# Nautical Research + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Inspiration | +| Knowledge Cost | 500 | + +## Description + +Nautical Research is a Military skill of the Inspiration type, which means it is placed deeper in the research tree and requires specific conditions to unlock. This research focuses on naval technology and maritime capabilities, laying the groundwork for advanced ship construction and naval warfare techniques. + +## Effects + +This skill serves as an unlock node in the skill tree, allowing access to further nautical and naval research paths once completed. + +## Unlock Requirements + +As an Inspiration-type skill, Nautical Research has two conditions that must be met: + +1. **Knowledge Requirement:** Generate at least 500 Knowledge +2. **Action Requirement:** Build a Shipyard + +Once unlocked, this node can serve as a starting point for further research. + +## Related Skills + +Other skills in the Military category: + +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manouvres +- Manor Invictus +- Navarchal Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisinal Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armousmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +- [anno.land - Nautical Research](https://anno.land/en/anno-117-skills/nautische-forschung/) diff --git a/docs/skills/navarchal-research.md b/docs/skills/navarchal-research.md new file mode 100644 index 0000000..1e04a5b --- /dev/null +++ b/docs/skills/navarchal-research.md @@ -0,0 +1,93 @@ +# Navarchal Research + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Inspiration | +| Knowledge Cost | 2,205 | + +## Description + +Navarchal Research is a Military skill of the Inspiration type, which means it is placed deeper in the research tree and requires specific conditions to unlock. A navarch was a high-ranking naval commander in ancient times, and this research focuses on naval warfare capabilities. + +## Effects + +This skill serves as an unlock node in the skill tree, allowing access to further naval and military research paths once completed. + +## Unlock Requirements + +As an Inspiration-type skill, Navarchal Research has two conditions that must be met: + +1. **Knowledge Requirement:** Generate at least 2,205 Knowledge +2. **Action Requirement:** Sink 10 ships belonging to Raiders + +Once unlocked, this node can serve as a starting point for further research. + +## Related Skills + +Other skills in the Military category: + +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manouvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisinal Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armousmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +- [anno.land - Navarchal Research](https://anno.land/en/anno-117-skills/seefahrtforschung/) diff --git a/docs/skills/night-watch.md b/docs/skills/night-watch.md new file mode 100644 index 0000000..a1e687d --- /dev/null +++ b/docs/skills/night-watch.md @@ -0,0 +1,97 @@ +# Night Watch + +**Entity Type:** Skill + +**German Name:** Nachtwache + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Knowledge Cost | 8,000 | + +## Description + +Night Watch is a Civic category skill that increases the number of riot-fighting squads available for Custodes patrols. This allows for better coverage when managing civil unrest in your cities. + +Civic skills provide many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medicis, Vigiles, and Custodias. Civic skills greatly facilitate the management of your cities. + +As a Discovery type skill, it makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it through a research path. Some discoveries require additional conditions to unlock, such as hosting a specific population type in Albion. + +## Effects + +| Effect Type | Target | Value | +|-------------|--------|-------| +| Available patrols | Custodes | +1 | + +## Unlock Requirements + +- **Knowledge Required:** 8,000 +- **Research Path:** Must be reached through the Civic skill tree + +## Related Skills + +Other Civic category skills include: +- Aleatoria +- Alliance Treaties +- Asclepian Codices +- Cerere et Baccho +- Cognoscentic Research +- Cohabitive Collaboration +- Concordance Research +- Conservation Ordinance +- Cult of Cernunnos +- Cult of Epona +- Cult of Mercury-Lugus +- Cult of Minerva +- Day Watch +- Devotional Research +- Empyrean Research +- Epona's Hoofbeat +- Fabulae Togatae +- Fenixwrights +- Funeral Games of Tailteann +- Gubernatorial Research +- Hazard Fighters +- Headhunting +- Hippocratic Corps +- Hospitality +- Imperial Parades +- Large Loans +- Latrines +- Legally Enshrined +- Lingua Romana +- Marble Roads +- Market Forces +- Metropolitan Research +- Municipal Research +- Officialdom +- Pax Amicitia +- Portitores +- Praetorian Pumps +- Public Funding +- Quartermastery +- Quinquiremes +- Recruitment Drive +- Right to Repair +- Sacral Spaces +- Sanitary Measures +- Seasoned to Taste +- Shrine Staffing +- Snuffing Sedition +- Solutio Ad Hominem +- The Art of Gift-Giving +- Trireme +- Via Tributum +- Villa Novation +- Villa Visitation +- Voluntary Vigilance +- Warmer Hospitality +- Watchtowers +- Well + +## Source + +- [anno.land - Night Watch](https://anno.land/en/anno-117-skills/nachtwache/) diff --git a/docs/skills/open-house.md b/docs/skills/open-house.md new file mode 100644 index 0000000..902f660 --- /dev/null +++ b/docs/skills/open-house.md @@ -0,0 +1,95 @@ +# Villa Novation + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Repeatable Research | +| Knowledge Cost | 1,500,000 | + +## Description + +Villa Novation is a Civic skill that expands your administrative capabilities by allowing you to build additional Officium buildings on your islands. This is one of the most expensive research types and is found at the end of the skill tree. The unique aspect of Repeatable Research skills is that they can be researched multiple times, though their costs increase dramatically with each level. + +## Effects + +| Effect | Description | +|--------|-------------| +| Officium Permit | +1 | +| Unlocks | Allows you to build one more Officium on your islands | + +## Unlock Requirements + +This is a Repeatable Research skill, which requires reaching the end of the skill tree. The first research costs 1.5 million Knowledge. Each subsequent level increases the cost significantly, along with the research duration. + +## Related Skills + +Other skills in the Civic category: + +- Aleatoria +- Alliance Treaties +- Headhunting +- Asclepian Codices +- Market Forces +- Snuffing Sedition +- Well +- Cerere et Baccho +- The Art of Gift-Giving +- Empyrean Research +- Cult of Epona +- Epona's Hoofbeat +- Artificer Intelligence +- Conservation Ordinance +- Cognoscentic Research +- Fabulae Togatae +- Voluntary Vigilance +- Hospitality +- Hazard Fighters +- Seasoned to Taste +- Shrine Staffing +- Large Loans +- Metropolitan Research +- Warmer Hospitality +- Officialdom +- Hippocratic Corps +- Imperial Parades +- Recruitment Drive +- Concordance Research +- Cult of Minerva +- Cult of Cernunnos +- Cult of Mercury-Lugus +- Latrines +- Lingua Romana +- Marble Roads +- Night Watch +- Public Funding +- Aesthetic Aedificator +- Pax Amicitia +- Fenixwrights +- Portitores +- Gubernatorial Research +- Praetorian Pumps +- Cohabitive Collaboration +- Quartermastery +- Quinquiremes +- Right to Repair +- Sanitary Measures +- Sacral Spaces +- Legally Enshrined +- Solutio Ad Hominem +- Funeral Games of Tailteann +- Municipal Research +- Day Watch +- Trireme +- Devotional Research +- Via Tributum +- Villa Visitation +- Populist Research +- Watchtowers + +## Source + +- [anno.land - Offenes Haus](https://anno.land/en/anno-117-skills/offenes-haus/) diff --git a/docs/skills/ordine-research.md b/docs/skills/ordine-research.md new file mode 100644 index 0000000..b2585b1 --- /dev/null +++ b/docs/skills/ordine-research.md @@ -0,0 +1,95 @@ +# Ordine Research + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Inspiration | +| Knowledge Cost | 9,000 | + +## Description + +Ordine Research is a Military skill of the Inspiration type, positioned deeper in the skill tree. Inspiration skills require two conditions to unlock: a specific amount of generated knowledge and a secondary requirement. This skill serves as a research node that can unlock further military research paths. + +Military skills improve military units on land and sea, or unlock entirely new unit types. They also enable powerful upgrades for defensive buildings including towers, walls, and recruitment buildings. + +## Effects + +This is a research node skill that unlocks access to further skills in the Military category. + +## Unlock Requirements + +| Requirement | Value | +|-------------|-------| +| Knowledge Generated | 9,000 | +| Secondary Condition | Defeat a Raider | + +This is an Inspiration-type skill, which means it must be unlocked before it can be researched. Once unlocked, it serves as a starting point for further research. + +## Related Skills + +Other skills in the Military category: + +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manouvres +- Manor Invictus +- Nautical Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisinal Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armousmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +- [anno.land - Ordine Research](https://anno.land/en/anno-117-skills/ordnungsforschung/) diff --git a/docs/skills/parabolics.md b/docs/skills/parabolics.md new file mode 100644 index 0000000..013f00e --- /dev/null +++ b/docs/skills/parabolics.md @@ -0,0 +1,93 @@ +# Parabolics + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Discovery | +| Knowledge Cost | 64,000 | + +## Description + +Parabolics is a Military skill that improves the stats of all Onager siege engines. The skill focuses on enhancing the parabolic trajectory calculations used by Onager catapults, improving both their accuracy and firing rate. + +## Effects + +Grants Effect: **Onager** + +| Stat | Bonus | +|------|-------| +| Accuracy | +15% | +| Attack speed | +5% | + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Military category: + +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manouvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisinal Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armousmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +- [anno.land - Parabolics](https://anno.land/en/anno-117-skills/parabelflug/) diff --git a/docs/skills/parmae.md b/docs/skills/parmae.md new file mode 100644 index 0000000..0ffaa1e --- /dev/null +++ b/docs/skills/parmae.md @@ -0,0 +1,93 @@ +# Parmae + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Discovery | +| Knowledge Cost | 64,000 | + +## Description + +Parmae is a Military skill that improves the stats of all Equites Cavalry troops. The parma was a small round shield used by Roman cavalry and light infantry, providing enhanced protection and maneuverability in combat. + +## Effects + +Grants Effect: **Equestrian Cavalry** + +| Stat | Bonus | +|------|-------| +| Morale | +25 | +| Shield Protection | +1 | + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Military category: + +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manouvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisinal Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armousmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +- [anno.land - Parmae](https://anno.land/en/anno-117-skills/parmae/) diff --git a/docs/skills/paved-roads.md b/docs/skills/paved-roads.md new file mode 100644 index 0000000..f3ba9cf --- /dev/null +++ b/docs/skills/paved-roads.md @@ -0,0 +1,86 @@ +# Paved Roads + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economic | +| Type | Discovery | +| Knowledge Cost | 4,000 | + +## Description + +Paved Roads is an Economic skill that unlocks the Paved Roads road type. Paved Roads allow for faster transport of goods, thus extending the reach of buildings. + +## Effects + +**Unlocks Roads:** Paved Roads + +## Unlock Requirements + +- Store at least 5t Concrete + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Economic category: + +- Albionic Research +- Aqua Arborica +- Untapped Soil +- Gobannus-Model Bellows +- Villa Retinue +- Better Bellows +- Beaver Bother +- Blind Faith +- Blood of Terra +- Depotism +- Depots +- The Flight of Birds +- Beneath Bedrock +- Deep Depots +- Drainage +- Cyclopedic Research +- Duct Irrigation +- Firmer Foundations +- Fish Markets +- Healthy Competition +- Abyssal Invocation +- Well-Ordered Warehouses +- Pier-to-Pier Trading +- Seaport Specification +- Hurried Horrea +- Raising Sluices +- Honeyed Arbour +- Hushing +- Quays +- Trading Post Improvements +- Warehouse Refinement +- Warehouse Organisation +- Latin Research +- Albionic Loyalists +- Mackerel Hauling +- Metallurgical Research +- Monumental Research +- Wetland Research +- Sewing Circles +- Replanting +- Phlogistic Research +- Albionic Pillars +- Harbourmastery +- Safe Havens +- Harbour Grandmastery +- Reservoirs +- Marsh Services +- Ulex & Agogae +- Vino Veritas +- Water Conservation +- Woodland Rebirth +- Extra Horse Power + +## Source + +- [anno.land - Paved Roads](https://anno.land/en/anno-117-skills/befestigte-strassen/) diff --git a/docs/skills/pax-amicitia.md b/docs/skills/pax-amicitia.md new file mode 100644 index 0000000..80fdf6c --- /dev/null +++ b/docs/skills/pax-amicitia.md @@ -0,0 +1,92 @@ +# Pax Amicitia + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Knowledge Cost | 750,000 | + +## Description + +Pax Amicitia is a Civic skill that unlocks the Master Negotiator ability and adds a Positive Reason for multiple diplomatic actions. Civic skills provide many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medicis, Vigiles, and Custodias. Civic skills greatly facilitate the management of your cities. + +## Effects + +| Effect | Description | +|--------|-------------| +| Unlocks | Master Negotiator | +| Benefit | Adds a Positive Reason for multiple diplomatic actions | + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Civic category: + +- Aleatoria +- Alliance Treaties +- Asclepian Codices +- Cerere et Baccho +- Cognoscentic Research +- Cohabitive Collaboration +- Concordance Research +- Conservation Ordinance +- Cult of Cernunnos +- Cult of Epona +- Cult of Mercury-Lugus +- Cult of Minerva +- Day Watch +- Devotional Research +- Empyrean Research +- Epona's Hoofbeat +- Fabulae Togatae +- Fenixwrights +- Funeral Games of Tailteann +- Gubernatorial Research +- Hazard Fighters +- Headhunting +- Hippocratic Corps +- Hospitality +- Imperial Parades +- Large Loans +- Latrines +- Legally Enshrined +- Lingua Romana +- Marble Roads +- Market Forces +- Metropolitan Research +- Municipal Research +- Night Watch +- Officialdom +- Portitores +- Praetorian Pumps +- Public Funding +- Quarantine Research +- Quinquiremes +- Recruitment Drive +- Right to Repair +- Sacral Spaces +- Sanitary Measures +- Seasoned to Taste +- Shrine Staffing +- Snuffing Sedition +- Solutio Ad Hominem +- The Art of Gift-Giving +- Trireme +- Via Tributum +- Villa Novation +- Villa Visitation +- Voluntary Vigilance +- Warmer Hospitality +- Watchtowers +- Well + +## Source + +- [anno.land - Pax Amicitia](https://anno.land/en/anno-117-skills/pax-amicitia/) diff --git a/docs/skills/peoples-research.md b/docs/skills/peoples-research.md new file mode 100644 index 0000000..5953e29 --- /dev/null +++ b/docs/skills/peoples-research.md @@ -0,0 +1,95 @@ +# Populist Research + +**Entity Type:** Skill + +**German Name:** Volksnahe Forschung + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Inspiration | + +## Description + +Populist Research is a Civic category Inspiration skill in Anno 117. Civic skills offer many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medici, Vigiles, and Custodes. Civic skills make managing your cities significantly easier. + +As an Inspiration type skill, it is placed deeper in the research tree and must be unlocked. Each Inspiration node has two conditions: you need a certain amount of generated Knowledge, and you must fulfill another requirement (e.g., building a specific structure or reaching a milestone). Once you have unlocked a node, you can use it as a starting point for further research. + +## Effects + +This skill serves as an Inspiration node, unlocking additional research paths in the Civic skill tree. + +## Unlock Requirements + +- **Knowledge Required:** 2,070 Knowledge +- **Special Condition:** Build 2 Baths or 2 Forums + +## Related Skills + +Other Civic category skills include: +- Aleatoria +- Alliance Treaties +- Headhunting +- Asclepian Codices +- Market Forces +- Snuffing Sedition +- Well +- Cerere et Baccho +- The Art of Gift-Giving +- Empyrean Research +- Cult of Epona +- Epona's Hoofbeat +- Artificer Intelligence +- Conservation Ordinance +- Cognoscentic Research +- Fabulae Togatae +- Voluntary Vigilance +- Hospitality +- Hazard Fighters +- Seasoned to Taste +- Shrine Staffing +- Large Loans +- Metropolitan Research +- Warmer Hospitality +- Officialdom +- Hippocratic Corps +- Imperial Parades +- Recruitment Drive +- Concordance Research +- Cult of Minerva +- Cult of Cernunnos +- Cult of Mercury-Lugus +- Latrines +- Lingua Romana +- Marble Roads +- Night Watch +- Villa Novation +- Public Funding +- Aesthetic Aedificator +- Pax Amicitia +- Fenixwrights +- Portitores +- Gubernatorial Research +- Praetorian Pumps +- Cohabitive Collaboration +- Quartermastery +- Quinquiremes +- Right to Repair +- Sanitary Measures +- Sacral Spaces +- Legally Enshrined +- Solutio Ad Hominem +- Funeral Games of Tailteann +- Municipal Research +- Day Watch +- Trireme +- Devotional Research +- Via Tributum +- Villa Visitation +- Watchtowers + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/volksnahe-forschung/) diff --git a/docs/skills/perilous-ports.md b/docs/skills/perilous-ports.md new file mode 100644 index 0000000..039a9d4 --- /dev/null +++ b/docs/skills/perilous-ports.md @@ -0,0 +1,94 @@ +# Perilous Ports + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Discovery | +| Knowledge Cost | 180,000 | + +## Description + +Perilous Ports is a Military skill that improves the stats of all Trading Posts. This skill enhances the defensive capabilities of your trading infrastructure, making your commercial outposts more formidable against attacks. + +## Effects + +Grants Effect: **Trading Posts** + +| Stat | Bonus | +|------|-------| +| Ranged offence | +5 | +| Attack speed | +25% | +| Hitpoints | +50% | + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Military category: + +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Encampment Errands +- Carpe Civitas +- Cover positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manouvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisinal Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armousmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +- [anno.land - Perilous Ports](https://anno.land/en/anno-117-skills/befestigte-kontore/) diff --git a/docs/skills/phlogistic-research.md b/docs/skills/phlogistic-research.md new file mode 100644 index 0000000..ee8b29b --- /dev/null +++ b/docs/skills/phlogistic-research.md @@ -0,0 +1,43 @@ +# Phlogistic Research + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economic | +| Type | Inspiration | +| Knowledge Cost | 1,503 | + +## Description + +Phlogistic Research is an Economic Inspiration skill. Economic skills primarily improve your production by enhancing production buildings, increasing workforce, or unlocking entirely new mechanics. + +As an Inspiration-type skill, Phlogistic Research is placed deeper in the research tree and must be unlocked. Each Inspiration node has two conditions: you need a specific amount of generated knowledge, and you must fulfil another requirement. Once unlocked, this node can serve as a starting point for further research. + +## Unlock Requirements + +- Generate at least **1,503 Knowledge** +- Store **150t Charcoal** in Latium + +## Related Skills + +Other skills in the Economic category: + +- [Blind Faith](./blind-obedience.md) +- [Cyclopedic Research](./encyclopedic-research.md) +- [Extra Horse Power](./additional-horsepower.md) +- [Gobannus-Model Bellows](./bellows-of-gobannus.md) +- [Hurried Horrea](./hasty-horrea.md) +- [Latin Research](./latin-research.md) +- [Mackerel Hauling](./mackerel-fishing.md) +- [Monumental Research](./monumental-research.md) +- [The Flight of Birds](./flight-of-birds.md) +- [Ulex & Agogae](./ulex-agogae.md) +- [Villa Retinue](./servants.md) +- [Water Conservation](./water-conservation.md) + +## Source + +- [anno.land - Phlogistic Research](https://anno.land/en/anno-117-skills/phlogistikforschung/) diff --git a/docs/skills/phoenix-from-ashes.md b/docs/skills/phoenix-from-ashes.md new file mode 100644 index 0000000..4a56c10 --- /dev/null +++ b/docs/skills/phoenix-from-ashes.md @@ -0,0 +1,97 @@ +# Fenixwrights + +**Entity Type:** Skill + +**German Name:** Phoenix aus der Asche + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Knowledge Cost | Unknown | + +## Description + +Fenixwrights is a Civic category skill that improves the efficiency of fire-fighting services. Fire-fighting squads (Vigiles) rebuild ruined buildings more quickly after extinguishing fires. + +Civic skills provide many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medicis, Vigiles, and Custodias. Civic skills greatly facilitate the management of your cities. + +As a Discovery type skill, it makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it through a research path. Some discoveries require additional conditions to unlock, such as hosting a specific population type in Albion. + +## Effects + +| Effect Type | Target | Value | +|-------------|--------|-------| +| Rebuild Time | Vigiles | -50% | + +## Unlock Requirements + +- **Knowledge Required:** Unknown +- **Research Path:** Must be reached through the Civic skill tree + +## Related Skills + +Other Civic category skills include: +- Aleatoria +- Alliance Treaties +- Asclepian Codices +- Cerere et Baccho +- Cognoscentic Research +- Cohabitive Collaboration +- Concordance Research +- Conservation Ordinance +- Cult of Cernunnos +- Cult of Epona +- Cult of Mercury-Lugus +- Cult of Minerva +- Day Watch +- Devotional Research +- Empyrean Research +- Epona's Hoofbeat +- Fabulae Togatae +- Funeral Games of Tailteann +- Gubernatorial Research +- Hazard Fighters +- Headhunting +- Hippocratic Corps +- Hospitality +- Imperial Parades +- Large Loans +- Latrines +- Legally Enshrined +- Lingua Romana +- Marble Roads +- Market Forces +- Metropolitan Research +- Municipal Research +- Night Watch +- Officialdom +- Pax Amicitia +- Portitores +- Praetorian Pumps +- Public Funding +- Quartermastery +- Quinquiremes +- Recruitment Drive +- Right to Repair +- Sacral Spaces +- Sanitary Measures +- Seasoned to Taste +- Shrine Staffing +- Snuffing Sedition +- Solutio Ad Hominem +- The Art of Gift-Giving +- Trireme +- Via Tributum +- Villa Novation +- Villa Visitation +- Voluntary Vigilance +- Warmer Hospitality +- Watchtowers +- Well + +## Source + +- [anno.land - Fenixwrights](https://anno.land/en/anno-117-skills/phoenix-aus-der-asche/) diff --git a/docs/skills/pier-to-pier-trading.md b/docs/skills/pier-to-pier-trading.md new file mode 100644 index 0000000..c36cce8 --- /dev/null +++ b/docs/skills/pier-to-pier-trading.md @@ -0,0 +1,84 @@ +# Pier-to-Pier Trading + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economy | +| Type | Discovery | +| Knowledge Cost | 220,000 | + +## Description + +Pier-to-Pier Trading is an Economy skill that unlocks the Trading Pier harbour building. Trade Piers are additional spots for ships to load and unload their goods, reducing congestion at the Trading Post. + +## Effects + +Unlocks Harbour Building: **Trading Pier** + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Economy category: + +- Albionic Research +- Aqua Arborica +- Untapped Soil +- Gobannus-Model Bellows +- Villa Retinue +- Paved Roads +- Better Bellows +- Beaver Bother +- Blind Faith +- Blood of Terra +- Depotism +- Depots +- The Flight of Birds +- Beneath Bedrock +- Deep Depots +- Drainage +- Cyclopedic Research +- Duct Irrigation +- Firmer Foundations +- Fish Markets +- Healthy Competition +- Abyssal Invocation +- Well-Ordered Warehouses +- Seaport Specification +- Hurried Horrea +- Raising Sluices +- Honeyed Arbour +- Hushing +- Quays +- Trading Post Improvements +- Warehouse Refinement +- Warehouse Organisation +- Latin Research +- Albionic Loyalists +- Mackerel Hauling +- Metallurgical Research +- Monumental Research +- Wetland Research +- Sewing Circles +- Replanting +- Phlogistic Research +- Albionic Pillars +- Harbourmastery +- Safe Havens +- Harbour Grandmastery +- Reservoirs +- Marsh Services +- Ulex & Agogae +- Vino Veritas +- Water Conservation +- Woodland Rebirth +- Extra Horse Power + +## Source + +- [anno.land - Pier-to-Pier Trading](https://anno.land/en/anno-117-skills/handelsanlegestelle/) diff --git a/docs/skills/plated-hulls.md b/docs/skills/plated-hulls.md new file mode 100644 index 0000000..c778c1f --- /dev/null +++ b/docs/skills/plated-hulls.md @@ -0,0 +1,94 @@ +# Plated Hulls + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Discovery | +| Knowledge Cost | Unknown | + +## Description + +Plated Hulls is a Military skill that unlocks armoured plating for ships. Armoured plating on the outer hull of a ship makes it more resilient to damage, improving naval combat durability. + +## Effects + +Grants Effect: **Plated Hulls** + +| Effect | Description | +|--------|-------------| +| Ship Module | Unlocks the Plated Hulls ship module | + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. + +**Condition:** Store at least 5t Armour + +## Related Skills + +Other skills in the Military category: + +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manouvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisinal Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armousmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +- [anno.land - Plated Hulls](https://anno.land/en/anno-117-skills/gepanzerte-ruempfe/) diff --git a/docs/skills/portitores.md b/docs/skills/portitores.md new file mode 100644 index 0000000..af17270 --- /dev/null +++ b/docs/skills/portitores.md @@ -0,0 +1,99 @@ +# Portitores + +**Entity Type:** Skill + +**German Name:** Portitores + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Base Cost | 11,800 Knowledge | + +## Description + +Portitores is a Civic category skill that reduces the running costs of your Warehouses. Civic skills offer many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medici, Vigiles, and Custodes. Civic skills make managing your cities significantly easier. + +As a Discovery type skill, it makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it through a research path. Some discoveries require additional conditions to unlock, such as hosting a specific population type in Albion. + +## Effects + +| Effect Type | Target | Value | +|-------------|--------|-------| +| Workforce Reduction | Warehouses | -20% | +| Upkeep Cost Reduction | Warehouses | -10% | + +## Unlock Requirements + +- **Knowledge Required:** 11,800 Knowledge +- **Research Path:** Must be reached through the Civic skill tree + +## Related Skills + +Other Civic category skills include: +- Aleatoria +- Alliance Treaties +- Headhunting +- Asclepian Codices +- Market Forces +- Snuffing Sedition +- Well +- Cerere et Baccho +- The Art of Gift-Giving +- Empyrean Research +- Cult of Epona +- Epona's Hoofbeat +- Artificer Intelligence +- Conservation Ordinance +- Cognoscentic Research +- Fabulae Togatae +- Voluntary Vigilance +- Hospitality +- Hazard Fighters +- Seasoned to Taste +- Shrine Staffing +- Large Loans +- Metropolitan Research +- Warmer Hospitality +- Officialdom +- Hippocratic Corps +- Imperial Parades +- Recruitment Drive +- Concordance Research +- Cult of Minerva +- Cult of Cernunnos +- Cult of Mercury-Lugus +- Latrines +- Lingua Romana +- Marble Roads +- Night Watch +- Villa Novation +- Public Funding +- Aesthetic Aedificator +- Pax Amicitia +- Fenixwrights +- Gubernatorial Research +- Praetorian Pumps +- Cohabitive Collaboration +- Quartermastery +- Quinquiremes +- Right to Repair +- Sanitary Measures +- Sacral Spaces +- Legally Enshrined +- Solutio Ad Hominem +- Funeral Games of Tailteann +- Municipal Research +- Day Watch +- Trireme +- Devotional Research +- Via Tributum +- Villa Visitation +- Populist Research +- Watchtowers + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/portitores/) diff --git a/docs/skills/praetorian-pumps.md b/docs/skills/praetorian-pumps.md new file mode 100644 index 0000000..a76da03 --- /dev/null +++ b/docs/skills/praetorian-pumps.md @@ -0,0 +1,97 @@ +# Praetorian Pumps + +**Entity Type:** Skill + +**German Name:** Praetorianische Pumpen + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Knowledge Cost | 220,000 | + +## Description + +Praetorian Pumps is a Civic category skill that improves the response time of fire-fighting services. Fire-fighting squads (Vigiles) extinguish burning buildings more quickly. + +Civic skills provide many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medicis, Vigiles, and Custodias. Civic skills greatly facilitate the management of your cities. + +As a Discovery type skill, it makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it through a research path. Some discoveries require additional conditions to unlock, such as hosting a specific population type in Albion. + +## Effects + +| Effect Type | Target | Value | +|-------------|--------|-------| +| Response Time | Vigiles | -20% | + +## Unlock Requirements + +- **Knowledge Required:** 220,000 +- **Research Path:** Must be reached through the Civic skill tree + +## Related Skills + +Other Civic category skills include: +- Aleatoria +- Alliance Treaties +- Asclepian Codices +- Cerere et Baccho +- Cognoscentic Research +- Cohabitive Collaboration +- Concordance Research +- Conservation Ordinance +- Cult of Cernunnos +- Cult of Epona +- Cult of Mercury-Lugus +- Cult of Minerva +- Day Watch +- Devotional Research +- Empyrean Research +- Epona's Hoofbeat +- Fabulae Togatae +- Fenixwrights +- Funeral Games of Tailteann +- Gubernatorial Research +- Hazard Fighters +- Headhunting +- Hippocratic Corps +- Hospitality +- Imperial Parades +- Large Loans +- Latrines +- Legally Enshrined +- Lingua Romana +- Marble Roads +- Market Forces +- Metropolitan Research +- Municipal Research +- Night Watch +- Officialdom +- Pax Amicitia +- Portitores +- Public Funding +- Quartermastery +- Quinquiremes +- Recruitment Drive +- Right to Repair +- Sacral Spaces +- Sanitary Measures +- Seasoned to Taste +- Shrine Staffing +- Snuffing Sedition +- Solutio Ad Hominem +- The Art of Gift-Giving +- Trireme +- Via Tributum +- Villa Novation +- Villa Visitation +- Voluntary Vigilance +- Warmer Hospitality +- Watchtowers +- Well + +## Source + +- [anno.land - Praetorian Pumps](https://anno.land/en/anno-117-skills/praetorianische-pumpen/) diff --git a/docs/skills/praetorian-research.md b/docs/skills/praetorian-research.md new file mode 100644 index 0000000..51d20b4 --- /dev/null +++ b/docs/skills/praetorian-research.md @@ -0,0 +1,95 @@ +# Praetorian Research + +**Entity Type:** Skill + +**German Name:** Praetoriale Forschung + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Inspiration | + +## Description + +Praetorian Research (Gubernatorial Research) is a Civic category Inspiration skill in Anno 117. Civic skills offer many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medici, Vigiles, and Custodes. Civic skills make managing your cities significantly easier. + +As an Inspiration type skill, it is placed deeper in the research tree and must be unlocked. Each Inspiration node has two conditions: you need a certain amount of generated Knowledge, and you must fulfill another requirement (e.g., building a specific structure or reaching a milestone). Once you have unlocked a node, you can use it as a starting point for further research. + +## Effects + +This skill serves as an Inspiration node, unlocking additional research paths in the Civic skill tree. + +## Unlock Requirements + +- **Knowledge Required:** 9,000 Knowledge +- **Special Condition:** Reach 50,000 total Global Prestige + +## Related Skills + +Other Civic category skills include: +- Aleatoria +- Alliance Treaties +- Headhunting +- Asclepian Codices +- Market Forces +- Snuffing Sedition +- Well +- Cerere et Baccho +- The Art of Gift-Giving +- Empyrean Research +- Cult of Epona +- Epona's Hoofbeat +- Artificer Intelligence +- Conservation Ordinance +- Cognoscentic Research +- Fabulae Togatae +- Voluntary Vigilance +- Hospitality +- Hazard Fighters +- Seasoned to Taste +- Shrine Staffing +- Large Loans +- Metropolitan Research +- Warmer Hospitality +- Officialdom +- Hippocratic Corps +- Imperial Parades +- Recruitment Drive +- Concordance Research +- Cult of Minerva +- Cult of Cernunnos +- Cult of Mercury-Lugus +- Latrines +- Lingua Romana +- Marble Roads +- Night Watch +- Villa Novation +- Public Funding +- Aesthetic Aedificator +- Pax Amicitia +- Fenixwrights +- Portitores +- Praetorian Pumps +- Cohabitive Collaboration +- Quartermastery +- Quinquiremes +- Right to Repair +- Sanitary Measures +- Sacral Spaces +- Legally Enshrined +- Solutio Ad Hominem +- Funeral Games of Tailteann +- Municipal Research +- Day Watch +- Trireme +- Devotional Research +- Via Tributum +- Villa Visitation +- Populist Research +- Watchtowers + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/praetoriale-forschung/) diff --git a/docs/skills/praetorians.md b/docs/skills/praetorians.md new file mode 100644 index 0000000..4ff9741 --- /dev/null +++ b/docs/skills/praetorians.md @@ -0,0 +1,90 @@ +# Praetorians + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Discovery | +| Knowledge Cost | 375,000 | + +## Description + +Praetorians is a Military skill that unlocks the Praetorian Cavalry unit. Equipped like majestic generals, this formidable band combine the mobility of Cavalry with the melee strength of Legionaries. + +## Effects + +| Effect | Description | +|--------|-------------| +| Unlocks | Praetorian Cavalry | + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Military category: + +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manouvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Bargain Palisades +- Pro Domo +- Provisinal Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armousmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- [Spathas](./spathas.md) +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +- [anno.land - Praetorians](https://anno.land/en/anno-117-skills/praetorianer/) diff --git a/docs/skills/pro-domo.md b/docs/skills/pro-domo.md new file mode 100644 index 0000000..ffc9e8e --- /dev/null +++ b/docs/skills/pro-domo.md @@ -0,0 +1,93 @@ +# Pro Domo + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Discovery | +| Knowledge Cost | 180,000 | + +## Description + +Pro Domo is a Military skill that improves the stats of all Governor Villas. The Latin phrase "Pro Domo" means "for one's home," reflecting the defensive nature of this skill in fortifying your personal stronghold. + +## Effects + +Grants Effect: **Governor Villa** + +| Stat | Bonus | +|------|-------| +| Hitpoints | +50% | +| Self-repair speed | +100% | + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Military category: + +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manouvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Provisinal Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armousmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +- [anno.land - Pro Domo](https://anno.land/en/anno-117-skills/pro-domo/) diff --git a/docs/skills/productive-cohabitation.md b/docs/skills/productive-cohabitation.md new file mode 100644 index 0000000..9ee9b37 --- /dev/null +++ b/docs/skills/productive-cohabitation.md @@ -0,0 +1,99 @@ +# Cohabitive Collaboration + +**Entity Type:** Skill + +**German Name:** Produktives Zusammenleben + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Base Cost | 750,000 Knowledge | + +## Description + +Cohabitive Collaboration is a Civic skill that enhances city administration by increasing the capacity for Specialists in Officia buildings. Civic skills provide many upgrades for city management, ranging from powerful attribute area effects to improvements for Medici, Vigiles, and Custodias. + +As a Discovery skill, Cohabitive Collaboration makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it through a research path. Some discoveries may require fulfilling certain conditions before unlocking, such as hosting a specific population type in Albion. + +## Effects + +| Effect Type | Target | Value | +|-------------|--------|-------| +| Specialist Slots | Officia | +1 | + +Increases the number of Specialists per Officium, allowing you to assign more Specialists to enhance your city's efficiency. + +## Unlock Requirements + +| Requirement | Value | +|-------------|-------| +| Knowledge | 750,000 | + +## Related Skills + +Other Civic category skills include: +- Aleatoria +- Alliance Treaties +- Asclepian Codices +- Cerere et Baccho +- Cognoscentic Research +- Concordance Research +- Conservation Ordinance +- Cult of Cernunnos +- Cult of Epona +- Cult of Mercury-Lugus +- Cult of Minerva +- Day Watch +- Devotional Research +- Empyrean Research +- Epona's Hoofbeat +- Fabulae Togatae +- Fenixwrights +- Funeral Games of Tailteann +- Gubernatorial Research +- Hazard Fighters +- Headhunting +- Hippocratic Corps +- Hospitality +- Imperial Parades +- Large Loans +- Latrines +- Legally Enshrined +- Lingua Romana +- Marble Roads +- Market Forces +- Metropolitan Research +- Municipal Research +- Night Watch +- Officialdom +- Pax Amicitia +- Populist Research +- Portitores +- Praetorian Pumps +- Public Funding +- Quartermastery +- Quinquiremes +- Recruitment Drive +- Right to Repair +- Sacral Spaces +- Sanitary Measures +- Seasoned to Taste +- Shrine Staffing +- Snuffing Sedition +- Solutio Ad Hominem +- The Art of Gift-Giving +- Trireme +- Via Tributum +- Villa Novation +- Villa Visitation +- Voluntary Vigilance +- Warmer Hospitality +- Watchtowers +- Well + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/produktives-zusammenleben/) diff --git a/docs/skills/protective-entourage.md b/docs/skills/protective-entourage.md new file mode 100644 index 0000000..ff917f6 --- /dev/null +++ b/docs/skills/protective-entourage.md @@ -0,0 +1,93 @@ +# Protective Entourage + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Discovery | +| Knowledge Cost | 8,000 | + +## Description + +Protective Entourage is a Military skill that improves the stats of all Auxilia troops. This skill enhances auxiliary units by boosting their morale and toughness, making them more resilient in combat. + +## Effects + +Grants Effect: **Auxilia** + +| Stat | Bonus | +|------|-------| +| Morale | +75 | +| Toughness | +1 | + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Military category: + +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover Positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manouvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisinal Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armousmithing +- Shipwright Studies +- Shipboard Scorpiones +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +- [anno.land - Protective Entourage](https://anno.land/en/anno-117-skills/schuetzende-entourage/) diff --git a/docs/skills/provisional-castra.md b/docs/skills/provisional-castra.md new file mode 100644 index 0000000..cceef45 --- /dev/null +++ b/docs/skills/provisional-castra.md @@ -0,0 +1,93 @@ +# Provisional Castra + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Discovery | +| Knowledge Cost | 4,800 | + +## Description + +Provisional Castra is a Military skill that unlocks the Encampment building and grants troops the Encamp command while on home islands. When encamped, troops benefit from reduced workforce requirements and faster healing outside of combat. + +## Effects + +**Unlocks:** Encampment + +**Grants Command:** Encamp +- Reduces workforce requirements for encamped troops +- Speeds up healing outside combat +- Only available on home islands + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Military category: + +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manouvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Vitruvius-class Crossbeams +- Repair Cranes +- Armousmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +- [anno.land - Provisional Castra](https://anno.land/en/anno-117-skills/provisorische-castra/) diff --git a/docs/skills/public-funding.md b/docs/skills/public-funding.md new file mode 100644 index 0000000..6d692a5 --- /dev/null +++ b/docs/skills/public-funding.md @@ -0,0 +1,103 @@ +# Public Funding + +**Entity Type:** Skill + +**German Name:** Offentliche Finanzierung + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Cost | ? Knowledge | + +## Description + +Public Funding is a Civic category skill that enhances the effectiveness of City Watches across your empire. It improves both the service range and incident response capabilities of these vital public safety buildings. + +Civic skills provide many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medici, Vigiles, and Custodes. This skill specifically focuses on improving City Watch effectiveness, making it easier to maintain order across larger areas of your city. + +## Effects + +| Effect Type | Target | Value | +|-------------|--------|-------| +| Effect Range | City Watches (All islands) | +20% | +| Response Range | City Watches | +20% | + +### Effect Details + +- **Effect Range +20%:** Increases the distance at which residences and other buildings benefit from a nearby City Watch. +- **Response Range +20%:** Increases the distance at which City Watches can respond to incidents. + +## Unlock Requirements + +As a Discovery type skill, Public Funding must be reached through a research path in the skill tree. Some discoveries require fulfilling additional conditions before they can be unlocked, such as hosting a specific population type in Albion. + +## Related Skills + +Other Civic category skills include: +- Aleatoria +- Alliance Treaties +- Headhunting +- Asclepian Codices +- Market Forces +- Snuffing Sedition +- Well +- Cerere et Baccho +- The Art of Gift-Giving +- Empyrean Research +- Cult of Epona +- Epona's Hoofbeat +- Artificer Intelligence +- Conservation Ordinance +- Cognoscentic Research +- Fabulae Togatae +- Voluntary Vigilance +- Hospitality +- Hazard Fighters +- Seasoned to Taste +- Shrine Staffing +- Large Loans +- Metropolitan Research +- Warmer Hospitality +- Officialdom +- Hippocratic Corps +- Imperial Parades +- Recruitment Drive +- Concordance Research +- Cult of Minerva +- Cult of Cernunnos +- Cult of Mercury-Lugus +- Latrines +- Lingua Romana +- Marble Roads +- Night Watch +- Villa Novation +- Aesthetic Aedificator +- Pax Amicitia +- Fenixwrights +- Portitores +- Gubernatorial Research +- Praetorian Pumps +- Cohabitive Collaboration +- Quartermastery +- Quinquiremes +- Right to Repair +- Sanitary Measures +- Sacral Spaces +- Legally Enshrined +- Solutio Ad Hominem +- Funeral Games of Tailteann +- Municipal Research +- Day Watch +- Trireme +- Devotional Research +- Via Tributum +- Villa Visitation +- Populist Research +- Watchtowers + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/oeffentliche-finanzierung/) diff --git a/docs/skills/quartermastery.md b/docs/skills/quartermastery.md new file mode 100644 index 0000000..ecc215f --- /dev/null +++ b/docs/skills/quartermastery.md @@ -0,0 +1,99 @@ +# Quartermastery + +**Entity Type:** Skill + +**German Name:** Quartiermeisterei + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Base Cost | 4,800 Knowledge | + +## Description + +Quartermastery is a Civic category skill that enhances your flagship's cargo capacity. Civic skills offer many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medici, Vigiles, and Custodes. Civic skills make managing your cities significantly easier. + +As a Discovery type skill, it makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it through a research path. Some discoveries require additional conditions to unlock, such as hosting a specific population type in Albion. + +## Effects + +| Effect Type | Target | Value | +|-------------|--------|-------| +| Flagship | Cargo Weight Slowdown | -20% | +| Flagship | Cargo Slots | +2 | + +## Unlock Requirements + +- **Knowledge Required:** 4,800 +- **Research Path:** Must be reached through the Civic skill tree + +## Related Skills + +Other Civic category skills include: +- Aleatoria +- Alliance Treaties +- Headhunting +- Asclepian Codices +- Market Forces +- Snuffing Sedition +- Well +- Cerere et Baccho +- The Art of Gift-Giving +- Empyrean Research +- Cult of Epona +- Epona's Hoofbeat +- Artificer Intelligence +- Conservation Ordinance +- Cognoscentic Research +- Fabulae Togatae +- Voluntary Vigilance +- Hospitality +- Hazard Fighters +- Seasoned to Taste +- Shrine Staffing +- Large Loans +- Metropolitan Research +- Warmer Hospitality +- Officialdom +- Hippocratic Corps +- Imperial Parades +- Recruitment Drive +- Concordance Research +- Cult of Minerva +- Cult of Cernunnos +- Cult of Mercury-Lugus +- Latrines +- Lingua Romana +- Marble Roads +- Night Watch +- Villa Novation +- Public Funding +- Aesthetic Aedificator +- Pax Amicitia +- Fenixwrights +- Portitores +- Gubernatorial Research +- Praetorian Pumps +- Cohabitive Collaboration +- Quinquiremes +- Right to Repair +- Sanitary Measures +- Sacral Spaces +- Legally Enshrined +- Solutio Ad Hominem +- Funeral Games of Tailteann +- Municipal Research +- Day Watch +- Trireme +- Devotional Research +- Via Tributum +- Villa Visitation +- Populist Research +- Watchtowers + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/quartiermeisterei/) diff --git a/docs/skills/quay-walls.md b/docs/skills/quay-walls.md new file mode 100644 index 0000000..d4984c5 --- /dev/null +++ b/docs/skills/quay-walls.md @@ -0,0 +1,94 @@ +# Quays + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economy | +| Type | Discovery | +| Knowledge Cost | Unknown | + +## Description + +Quays is an Economy skill that unlocks decorative ground patterns for harbour areas. Economy skills primarily improve production by enhancing production buildings, increasing the number of workers available, or unlocking completely new mechanics. + +When unlocked, this skill grants access to Quay Street ground patterns that can be used to decorate and beautify your harbour areas. + +## Effects + +Grants Effect: **Unlocks Ground Patterns** + +| Scope | Effect | Value | +|-------|--------|-------| +| Harbour Areas | Quay Street | Decorative ground pattern | + +Decorates the harbour area with specialised quay street patterns. + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. + +**Prerequisite:** Store at least 5t Concrete. + +## Related Skills + +Other skills in the Economy category: + +- Albionic Research +- Aqua Arborica +- Untapped Soil +- Gobannus-Model Bellows +- Villa Retinue +- Paved Roads +- Better Bellows +- Beaver Bother +- Blind Faith +- Blood of Terra +- Depotism +- Depots +- The Flight of Birds +- Beneath Bedrock +- Deep Depots +- Drainage +- Cyclopedic Research +- Duct Irrigation +- Firmer Foundations +- Fish Markets +- Healthy Competition +- Abyssal Invocation +- Well-Ordered Warehouses +- Pier-to-Pier Trading +- Seaport Specification +- Hurried Horrea +- Raising Sluices +- Honeyed Arbour +- Hushing +- Trading Post Improvements +- Warehouse Refinement +- Warehouse Organisation +- Latin Research +- Albionic Loyalists +- Mackerel Hauling +- Metallurgical Research +- Monumental Research +- Wetland Research +- Sewing Circles +- Replanting +- Phlogistic Research +- Albionic Pillars +- Harbourmastery +- Safe Havens +- Harbour Grandmastery +- Reservoirs +- Marsh Services +- Ulex & Agogae +- Vino Veritas +- Water Conservation +- Woodland Rebirth +- Extra Horse Power + +## Source + +- [anno.land - Quays](https://anno.land/en/anno-117-skills/kaimauern/) diff --git a/docs/skills/quinquereme.md b/docs/skills/quinquereme.md new file mode 100644 index 0000000..31e3d36 --- /dev/null +++ b/docs/skills/quinquereme.md @@ -0,0 +1,99 @@ +# Quinquiremes + +**Entity Type:** Skill + +**German Name:** Quinquereme + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Base Cost | Unknown Knowledge | + +## Description + +Quinquiremes is a Civic category skill that unlocks an advanced hull type with many more slots and modifications. Civic skills offer many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medici, Vigiles, and Custodes. Civic skills make managing your cities significantly easier. + +As a Discovery type skill, it makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it through a research path. Some discoveries require additional conditions to unlock, such as hosting a specific population type in Albion. + +## Effects + +| Effect Type | Target | Value | +|-------------|--------|-------| +| Unlock | Quinquiremes Hull | An advanced hull type with many more slots and modifications | + +## Unlock Requirements + +- **Knowledge Required:** Unknown +- **Research Path:** Must be reached through the Civic skill tree +- **Prerequisite:** Research Triremes + +## Related Skills + +Other Civic category skills include: +- Aleatoria +- Alliance Treaties +- Headhunting +- Asclepian Codices +- Market Forces +- Snuffing Sedition +- Well +- Cerere et Baccho +- The Art of Gift-Giving +- Empyrean Research +- Cult of Epona +- Epona's Hoofbeat +- Artificer Intelligence +- Conservation Ordinance +- Cognoscentic Research +- Fabulae Togatae +- Voluntary Vigilance +- Hospitality +- Hazard Fighters +- Seasoned to Taste +- Shrine Staffing +- Large Loans +- Metropolitan Research +- Warmer Hospitality +- Officialdom +- Hippocratic Corps +- Imperial Parades +- Recruitment Drive +- Concordance Research +- Cult of Minerva +- Cult of Cernunnos +- Cult of Mercury-Lugus +- Latrines +- Lingua Romana +- Marble Roads +- Night Watch +- Villa Novation +- Public Funding +- Aesthetic Aedificator +- Pax Amicitia +- Fenixwrights +- Portitores +- Gubernatorial Research +- Praetorian Pumps +- Cohabitive Collaboration +- Quartermastery +- Right to Repair +- Sanitary Measures +- Sacral Spaces +- Legally Enshrined +- Solutio Ad Hominem +- Funeral Games of Tailteann +- Municipal Research +- Day Watch +- Trireme +- Devotional Research +- Via Tributum +- Villa Visitation +- Populist Research +- Watchtowers + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/quinquereme/) diff --git a/docs/skills/rain-of-pain.md b/docs/skills/rain-of-pain.md new file mode 100644 index 0000000..1325793 --- /dev/null +++ b/docs/skills/rain-of-pain.md @@ -0,0 +1,94 @@ +# Rain Of Pain + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Discovery | +| Knowledge Cost | 375,000 | + +## Description + +Rain Of Pain is a Military skill that unlocks Garrison Archers for your settlements. These standing units are always at hand to defend your island in case of invasion. Garrison Archers require no workforce, but also cannot embark onto ships. + +## Effects + +**Unlocks:** Garrison Archer + +| Effect | Bonus | +|--------|-------| +| Garrison Archers Available | +1 | + +This allows you to station more Garrison Archers in your Villas. + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Military category: + +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manouvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisinal Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armousmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +- [anno.land - Rain Of Pain](https://anno.land/en/anno-117-skills/pfeilhagel/) diff --git a/docs/skills/raising-sluices.md b/docs/skills/raising-sluices.md new file mode 100644 index 0000000..adae84c --- /dev/null +++ b/docs/skills/raising-sluices.md @@ -0,0 +1,90 @@ +# Raising Sluices + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economic | +| Type | Discovery | +| Knowledge Cost | 750,000 | + +## Description + +Raising Sluices is an Economic skill that improves the efficiency of Sluice Gates by allowing more Drainage Channels to be connected to each gate. This skill is particularly useful for managing water levels and drainage in wetland areas. + +## Effects + +Grants Effect: **Sluice Gate** + +| Stat | Bonus | +|------|-------| +| Drainage Channels | +80 | + +More Drainage Channels can be connected to each Sluice Gate. + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Economic category: + +- Albionic Research +- Aqua Arborica +- Untapped Soil +- Gobannus-Model Bellows +- Villa Retinue +- Paved Roads +- Better Bellows +- Beaver Bother +- Blind Faith +- Blood of Terra +- Depotism +- Depots +- The Flight of Birds +- Beneath Bedrock +- Deep Depots +- Drainage +- Cyclopedic Research +- Duct Irrigation +- Firmer Foundations +- Fish Markets +- Healthy Competition +- Abyssal Invocation +- Well-Ordered Warehouses +- Pier-to-Pier Trading +- Seaport Specification +- Hurried Horrea +- Honeyed Arbour +- Hushing +- Quays +- Trading Post Improvements +- Warehouse Refinement +- Warehouse Organisation +- Latin Research +- Albionic Loyalists +- Mackerel Hauling +- Metallurgical Research +- Monumental Research +- Wetland Research +- Sewing Circles +- Replanting +- Phlogistic Research +- Albionic Pillars +- Harbourmastery +- Safe Havens +- Harbour Grandmastery +- Reservoirs +- Marsh Services +- Ulex & Agogae +- Vino Veritas +- Water Conservation +- Woodland Rebirth +- Extra Horse Power + +## Source + +- [anno.land - Raising Sluices](https://anno.land/en/anno-117-skills/hebeschleusen/) diff --git a/docs/skills/rammed-earth.md b/docs/skills/rammed-earth.md new file mode 100644 index 0000000..5271123 --- /dev/null +++ b/docs/skills/rammed-earth.md @@ -0,0 +1,94 @@ +# Rammed Earth + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Discovery | +| Knowledge Cost | 8,000 | + +## Description + +Rammed Earth is a Military skill that reduces the upkeep cost of walls across all your islands. This skill makes maintaining defensive fortifications more economically efficient, allowing you to build extensive wall networks without straining your economy. + +## Effects + +Grants Effect: **Wall Upkeep** + +| Scope | Effect | Value | +|-------|--------|-------| +| All islands | Wall Upkeep | -30% | + +Decreases the upkeep cost of walls. + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Military category: + +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manouvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisinal Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armousmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +- [anno.land - Rammed Earth](https://anno.land/en/anno-117-skills/gestampfte-erde/) diff --git a/docs/skills/recruitment.md b/docs/skills/recruitment.md new file mode 100644 index 0000000..eef9230 --- /dev/null +++ b/docs/skills/recruitment.md @@ -0,0 +1,101 @@ +# Headhunting + +**Entity Type:** Skill + +**German Name:** Anwerbung + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Base Cost | 750,000 Knowledge | + +## Description + +Headhunting is a Civic category skill that unlocks the ability to appoint rival governors as specialists in your service. This allows you to recruit competing governors to work for you as specialists. + +Civic skills offer many upgrades for city administration, from powerful attribute area effects to improvements for Medici, Vigiles, and Custodes. These skills make managing your cities significantly easier. + +## Effects + +| Effect Type | Target | Value | +|-------------|--------|-------| +| Unlocks | Appoint Rival As Specialist | Allows hiring other governors as specialists | + +## Unlock Requirements + +As a Discovery skill, Headhunting requires: +1. Reaching the skill through the research path in the skill tree +2. 750,000 Knowledge to research + +Discovery skills make up the majority of skills in the Anno 117 skill tree. To research them, you must first reach them via a research path. Some discoveries may require additional conditions to unlock, such as hosting a specific population type in Albion. + +## Related Skills + +Other Civic category skills include: +- Aleatoria +- Alliance Treaties +- Asclepian Codices +- Market Forces +- Snuffing Sedition +- Well +- Cerere et Baccho +- The Art of Gift-Giving +- Empyrean Research +- Cult of Epona +- Epona's Hoofbeat +- Artificer Intelligence +- Conservation Ordinance +- Cognoscentic Research +- Fabulae Togatae +- Voluntary Vigilance +- Hospitality +- Hazard Fighters +- Seasoned to Taste +- Shrine Staffing +- Large Loans +- Metropolitan Research +- Warmer Hospitality +- Officialdom +- Hippocratic Corps +- Imperial Parades +- Recruitment Drive +- Concordance Research +- Cult of Minerva +- Cult of Cernunnos +- Cult of Mercury-Lugus +- Latrines +- Lingua Romana +- Marble Roads +- Night Watch +- Villa Novation +- Public Funding +- Aesthetic Aedificator +- Pax Amicitia +- Fenixwrights +- Portitores +- Gubernatorial Research +- Praetorian Pumps +- Cohabitive Collaboration +- Quartermastery +- Quinquiremes +- Right to Repair +- Sanitary Measures +- Sacral Spaces +- Legally Enshrined +- Solutio Ad Hominem +- Funeral Games of Tailteann +- Municipal Research +- Day Watch +- Trireme +- Devotional Research +- Via Tributum +- Villa Visitation +- Populist Research +- Watchtowers + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/anwerbung/) diff --git a/docs/skills/repair-cranes.md b/docs/skills/repair-cranes.md new file mode 100644 index 0000000..3bde61f --- /dev/null +++ b/docs/skills/repair-cranes.md @@ -0,0 +1,94 @@ +# Repair Cranes + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Discovery | +| Knowledge Cost | Unknown | + +## Description + +Repair Cranes is a Military skill that unlocks the Repair Crane building module, which repairs nearby ships. This skill enables naval support infrastructure to maintain and repair your fleet in the field. + +## Effects + +**Unlocks:** Repair Crane + +| Effect | Description | +|--------|-------------| +| Ship Repair | Repairs nearby ships | + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +Repair Cranes requires Knowledge to research. + +## Related Skills + +Other skills in the Military category: + +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover Positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manouvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisional Castra +- Vitruvius-class Crossbeams +- Armoursmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +- [anno.land - Repair Cranes](https://anno.land/en/anno-117-skills/reparaturkraene/) diff --git a/docs/skills/replanting.md b/docs/skills/replanting.md new file mode 100644 index 0000000..2ab9a20 --- /dev/null +++ b/docs/skills/replanting.md @@ -0,0 +1,91 @@ +# Replanting + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economic | +| Type | Discovery | +| Knowledge Cost | 4,000 | + +## Description + +Replanting is an Economic skill that allows Charcoal Burners to harvest trees in meadow areas instead of requiring forest coverage. This provides greater flexibility in placing charcoal production facilities. + +## Effects + +Grants Effect: **Charcoal Burners** + +| Effect | Description | +|--------|-------------| +| Can use meadows | Charcoal Burners can harvest trees in meadows, rather than requiring a forest | + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. + +**Prerequisites:** +- Choose the Celtic path in Albion +- Host Smiths in your realm + +## Related Skills + +Other skills in the Economic category: + +- Albionic Research +- Aqua Arborica +- Untapped Soil +- Gobannus-Model Bellows +- Villa Retinue +- Paved Roads +- Better Bellows +- Beaver Bother +- Blind Faith +- Blood of Terra +- Depotism +- Depots +- The Flight of Birds +- Beneath Bedrock +- Deep Depots +- Drainage +- Cyclopedic Research +- Duct Irrigation +- Firmer Foundations +- Fish Markets +- Abyssal Invocation +- Well-Ordered Warehouses +- Pier-to-Pier Trading +- Seaport Specification +- Hurried Horrea +- Raising Sluices +- Honeyed Arbour +- Hushing +- Quays +- Trading Post Improvements +- Warehouse Refinement +- Warehouse Organisation +- Latin Research +- Albionic Loyalists +- Mackerel Hauling +- Metallurgical Research +- Monumental Research +- Wetland Research +- Sewing Circles +- Phlogistic Research +- Albionic Pillars +- Harbourmastery +- Safe Havens +- Harbour Grandmastery +- Reservoirs +- Marsh Services +- Ulex & Agogae +- Vino Veritas +- Water Conservation +- Woodland Rebirth +- Extra Horse Power + +## Source + +- [anno.land - Replanting](https://anno.land/en/anno-117-skills/neuanpflanzung/) diff --git a/docs/skills/reservoirs.md b/docs/skills/reservoirs.md new file mode 100644 index 0000000..6282205 --- /dev/null +++ b/docs/skills/reservoirs.md @@ -0,0 +1,90 @@ +# Reservoirs + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economic | +| Type | Discovery | +| Knowledge Cost | 64,000 | + +## Description + +Reservoirs is an Economic skill that improves the water supply capacity of Aqueduct Basins. Economic skills primarily enhance production by improving production buildings, increasing workforce numbers, or unlocking entirely new mechanics. + +## Effects + +Grants Effect: **Aqueduct Basins** + +| Stat | Bonus | +|------|-------| +| Water supply | +50% | + +Aqueduct Basins can supply more water. + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Economic category: + +- Albionic Research +- Aqua Arborica +- Untapped Soil +- Gobannus-Model Bellows +- Villa Retinue +- Paved Roads +- Better Bellows +- Beaver Bother +- Blind Faith +- Blood of Terra +- Depotism +- Depots +- The Flight of Birds +- Beneath Bedrock +- Deep Depots +- Drainage +- Cyclopedic Research +- Duct Irrigation +- Firmer Foundations +- Fish Markets +- Healthy Competition +- Abyssal Invocation +- Well-Ordered Warehouses +- Pier-to-Pier Trading +- Seaport Specification +- Hurried Horrea +- Raising Sluices +- Honeyed Arbour +- Hushing +- Quays +- Trading Post Improvements +- Warehouse Refinement +- Warehouse Organisation +- Latin Research +- Albionic Loyalists +- Mackerel Hauling +- Metallurgical Research +- Monumental Research +- Wetland Research +- Sewing Circles +- Replanting +- Phlogistic Research +- Albionic Pillars +- Harbourmastery +- Safe Havens +- Harbour Grandmastery +- Marsh Services +- Ulex & Agogae +- Vino Veritas +- Water Conservation +- Woodland Rebirth +- Extra Horse Power + +## Source + +- [anno.land - Reservoirs](https://anno.land/en/anno-117-skills/staubecken/) diff --git a/docs/skills/right-to-repair.md b/docs/skills/right-to-repair.md new file mode 100644 index 0000000..a1ffde9 --- /dev/null +++ b/docs/skills/right-to-repair.md @@ -0,0 +1,103 @@ +# Right to Repair + +**Entity Type:** Skill + +**German Name:** Recht auf Reparatur + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Base Cost | 360,000 Knowledge | + +## Description + +Right to Repair is a Civic category skill that enhances the capabilities of Vigiles. Civic skills offer many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medici, Vigiles, and Custodes. Civic skills make managing your cities significantly easier. + +As a Discovery type skill, it makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it through a research path. Some discoveries require additional conditions to unlock, such as hosting a specific population type in Albion. + +## Effects + +| Effect Type | Target | Value | +|-------------|--------|-------| +| Building Repair | Vigiles | Can repair ruined buildings | + +Grants Effect: **Vigiles** +- Allows Vigiles to repair ruined buildings + +This skill enables Vigiles to restore buildings that have been destroyed or ruined, adding a valuable recovery capability to your fire prevention services. + +## Unlock Requirements + +- **Knowledge Required:** 360,000 Knowledge +- **Research Path:** Must be reached through the Civic skill tree + +## Related Skills + +Other Civic category skills include: +- Aleatoria +- Alliance Treaties +- Headhunting +- Asclepian Codices +- Market Forces +- Snuffing Sedition +- Well +- Cerere et Baccho +- The Art of Gift-Giving +- Empyrean Research +- Cult of Epona +- Epona's Hoofbeat +- Artificer Intelligence +- Conservation Ordinance +- Cognoscentic Research +- Fabulae Togatae +- Voluntary Vigilance +- Hospitality +- Hazard Fighters +- Seasoned to Taste +- Shrine Staffing +- Large Loans +- Metropolitan Research +- Warmer Hospitality +- Officialdom +- Hippocratic Corps +- Imperial Parades +- Recruitment Drive +- Concordance Research +- Cult of Minerva +- Cult of Cernunnos +- Cult of Mercury-Lugus +- Latrines +- Lingua Romana +- Marble Roads +- Night Watch +- Villa Novation +- Public Funding +- Aesthetic Aedificator +- Pax Amicitia +- Fenixwrights +- Portitores +- Gubernatorial Research +- Praetorian Pumps +- Cohabitive Collaboration +- Quartermastery +- Quinquiremes +- Sanitary Measures +- Sacral Spaces +- Legally Enshrined +- Solutio Ad Hominem +- Funeral Games of Tailteann +- Municipal Research +- Day Watch +- Trireme +- Devotional Research +- Via Tributum +- Villa Visitation +- Populist Research +- Watchtowers + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/recht-auf-reparatur/) diff --git a/docs/skills/sanitary-measures.md b/docs/skills/sanitary-measures.md new file mode 100644 index 0000000..0f4c87e --- /dev/null +++ b/docs/skills/sanitary-measures.md @@ -0,0 +1,98 @@ +# Sanitary Measures + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Knowledge Cost | 92,000 | + +## Description + +Sanitary Measures is a Civic skill that enhances the Health area effect provided by Medici buildings. When unlocked, Medici provide even more Health coverage to nearby buildings, improving the overall health situation in your settlements. + +Civic skills offer many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medici, Vigiles, and Custodes. Civic skills make managing your cities significantly easier. + +## Effects + +Grants Effect: **Medici** + +| Scope | Effect | Value | +|-------|--------|-------| +| Medici | Health area effect | +1 | + +Medici provide even more Health to nearby buildings. + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Civic category: + +- Aleatoria +- Alliance Treaties +- Asclepian Codices +- Cerere et Baccho +- Cohabitive Collaboration +- Cognoscentic Research +- Concordance Research +- Conservation Ordinance +- Cult of Cernunnos +- Cult of Epona +- Cult of Mercury-Lugus +- Cult of Minerva +- Day Watch +- Devotional Research +- Empyrean Research +- Epona's Hoofbeat +- Fabulae Togatae +- Fenixwrights +- Funeral Games of Tailteann +- Gubernatorial Research +- Hazard Fighters +- Headhunting +- Hippocratic Corps +- Hospitality +- Imperial Parades +- Large Loans +- Latrines +- Legally Enshrined +- Lingua Romana +- Marble Roads +- Market Forces +- Metropolitan Research +- Municipal Research +- Night Watch +- Officialdom +- Pax Amicitia +- Populist Research +- Portitores +- Praetorian Pumps +- Public Funding +- Quartermastery +- Quinquiremes +- Recruitment Drive +- Right to Repair +- Sacral Spaces +- Seasoned to Taste +- Shrine Staffing +- Snuffing Sedition +- Solutio Ad Hominem +- The Art of Gift-Giving +- Trireme +- Via Tributum +- Villa Novation +- Villa Visitation +- Voluntary Vigilance +- Warmer Hospitality +- Watchtowers +- Well + +## Source + +- [anno.land - Sanitary Measures](https://anno.land/en/anno-117-skills/sanitaere-massnahmen/) diff --git a/docs/skills/scorpiones.md b/docs/skills/scorpiones.md new file mode 100644 index 0000000..e150ea9 --- /dev/null +++ b/docs/skills/scorpiones.md @@ -0,0 +1,91 @@ +# Scorpiones + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Discovery | +| Knowledge Cost | 32,000 | + +## Description + +Scorpiones is a Military skill that unlocks the Scorpiones siege engine. Launching spears over long distances, Scorpion siege engines are designed to be used against enemy formations rather than buildings. + +## Effects + +- Unlocks: **Scorpiones** (siege engine unit) + +## Unlock Requirements + +- Build a Siege Workshop +- Knowledge: 32,000 + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. + +## Related Skills + +Other skills in the Military category: + +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manouvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisinal Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armousmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +- [anno.land - Scorpiones](https://anno.land/en/anno-117-skills/skorpione/) diff --git a/docs/skills/seaport-city.md b/docs/skills/seaport-city.md new file mode 100644 index 0000000..e952ccc --- /dev/null +++ b/docs/skills/seaport-city.md @@ -0,0 +1,89 @@ +# Harbour Grandmastery + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economy | +| Type | Discovery | +| Knowledge Cost | 360,000 | + +## Description + +Harbour Grandmastery is an Economy skill that increases the offshore building range, allowing the placement of buildings further away from the coast. Economy skills primarily improve production by enhancing production buildings, increasing the number of workers available, or unlocking completely new mechanics. + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. + +## Effects + +| Effect | Target | Description | +|--------|--------|-------------| +| Offshore Building Range | Coastal Buildings | Increased range allows placement of buildings further from the coast | + +## Unlock Requirements + +- **Knowledge Required:** 360,000 Knowledge +- **Type:** Discovery (must be reached via a research path) + +## Related Skills + +Other skills in the Economy category: + +- Albionic Research +- Aqua Arborica +- Untapped Soil +- Gobannus-Model Bellows +- Villa Retinue +- Paved Roads +- Better Bellows +- Beaver Bother +- Blind Faith +- Blood of Terra +- Depotism +- Depots +- The Flight of Birds +- Beneath Bedrock +- Deep Depots +- Drainage +- Cyclopedic Research +- Duct Irrigation +- Firmer Foundations +- Fish Markets +- Healthy Competition +- Abyssal Invocation +- Well-Ordered Warehouses +- Pier-to-Pier Trading +- Seaport Specification +- Hurried Horrea +- Raising Sluices +- Honeyed Arbour +- Hushing +- Quays +- Trading Post Improvements +- Warehouse Refinement +- Warehouse Organisation +- Latin Research +- Albionic Loyalists +- Mackerel Hauling +- Metallurgical Research +- Monumental Research +- Wetland Research +- Sewing Circles +- Replanting +- Phlogistic Research +- Albionic Pillars +- Harbourmastery +- Safe Havens +- Reservoirs +- Marsh Services +- Ulex & Agogae +- Vino Veritas +- Water Conservation +- Woodland Rebirth +- Extra Horse Power + +## Source + +- [anno.land - Harbour Grandmastery](https://anno.land/en/anno-117-skills/seehafenstadt/) diff --git a/docs/skills/seaport-of-latium.md b/docs/skills/seaport-of-latium.md new file mode 100644 index 0000000..2b98b12 --- /dev/null +++ b/docs/skills/seaport-of-latium.md @@ -0,0 +1,89 @@ +# Safe Havens + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economy | +| Type | Discovery | +| Knowledge Cost | 36,000 | + +## Description + +Safe Havens is an Economy skill that unlocks the ability to place Latium's Coastal Production Buildings in water. Economy skills primarily improve production by enhancing production buildings, increasing the number of workers available, or unlocking completely new mechanics. + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. + +## Effects + +| Effect | Target | Description | +|--------|--------|-------------| +| Placement | Latium's Coastal Production Buildings | Can be placed in water | + +## Unlock Requirements + +- **Knowledge Required:** 36,000 Knowledge +- **Type:** Discovery (must be reached via a research path) + +## Related Skills + +Other skills in the Economy category: + +- Albionic Research +- Aqua Arborica +- Untapped Soil +- Gobannus-Model Bellows +- Villa Retinue +- Paved Roads +- Better Bellows +- Beaver Bother +- Blind Faith +- Blood of Terra +- Depotism +- Depots +- The Flight of Birds +- Beneath Bedrock +- Deep Depots +- Drainage +- Cyclopedic Research +- Duct Irrigation +- Firmer Foundations +- Fish Markets +- Healthy Competition +- Abyssal Invocation +- Well-Ordered Warehouses +- Pier-to-Pier Trading +- Seaport Specification +- Hurried Horrea +- Raising Sluices +- Honeyed Arbour +- Hushing +- Quays +- Trading Post Improvements +- Warehouse Refinement +- Warehouse Organisation +- Latin Research +- Albionic Loyalists +- Mackerel Hauling +- Metallurgical Research +- Monumental Research +- Wetland Research +- Sewing Circles +- Replanting +- Phlogistic Research +- Albionic Pillars +- Harbourmastery +- Harbour Grandmastery +- Reservoirs +- Marsh Services +- Ulex & Agogae +- Vino Veritas +- Water Conservation +- Woodland Rebirth +- Extra Horse Power + +## Source + +- [anno.land - Safe Havens](https://anno.land/en/anno-117-skills/seehafen-latiums/) diff --git a/docs/skills/servants.md b/docs/skills/servants.md new file mode 100644 index 0000000..a910fdc --- /dev/null +++ b/docs/skills/servants.md @@ -0,0 +1,83 @@ +# Villa Retinue + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economic | +| Type | Discovery | +| Knowledge Cost | 36,000 | + +## Description + +Villa Retinue is an Economic skill that enhances the Governor Villa by providing additional Liberti workforce. Economic skills primarily improve your production by enhancing production buildings, increasing your workforce, or unlocking entirely new mechanics. + +## Effects + +| Effect | Description | +|--------|-------------| +| Governor Villa | Liberti Workforce +25 | +| Region | Latium | + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. + +## Related Skills + +Other skills in the Economic category: + +- Albionic Research +- Aqua Arborica +- Better Bellows +- Beaver Bother +- Beneath Bedrock +- Blind Faith +- Blood of Terra +- Cyclopedic Research +- Deep Depots +- Depotism +- Depots +- Drainage +- Duct Irrigation +- Extra Horse Power +- Firmer Foundations +- Fish Markets +- Gobannus-Model Bellows +- Harbour Grandmastery +- Harbourmastery +- Honeyed Arbour +- Hurried Horrea +- Hushing +- Latin Research +- Albionic Loyalists +- Mackerel Hauling +- Marsh Services +- Metallurgical Research +- Monumental Research +- Paved Roads +- Pier-to-Pier Trading +- Quays +- Raising Sluices +- Replanting +- Reservoirs +- Safe Havens +- Seaport Specification +- Sewing Circles +- The Flight of Birds +- Trading Post Improvements +- Ulex & Agogae +- Untapped Soil +- Vino Veritas +- Warehouse Organisation +- Warehouse Refinement +- Water Conservation +- Well-Ordered Warehouses +- Wetland Research +- Woodland Rebirth + +## Source + +- [anno.land - Villa Retinue](https://anno.land/en/anno-117-skills/bedienstete/) diff --git a/docs/skills/sewing-circles.md b/docs/skills/sewing-circles.md new file mode 100644 index 0000000..1a95290 --- /dev/null +++ b/docs/skills/sewing-circles.md @@ -0,0 +1,94 @@ +# Sewing Circles + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economic | +| Type | Discovery | +| Knowledge Cost | 8,000 | + +## Description + +Sewing Circles is an Economic skill that grants Spinners a Knowledge area effect. Buildings near your Spinners will produce Knowledge. + +Economic skills primarily improve your production by enhancing production buildings, increasing your workforce, or unlocking completely new mechanics. + +## Effects + +Grants Effect: **Spinners** + +| Effect | Bonus | +|--------|-------| +| Knowledge area effect | +1 | + +Buildings near your Spinners will produce Knowledge. + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +**Knowledge Required:** 8,000 + +## Related Skills + +Other skills in the Economic category: + +- Albionic Research +- Aqua Arborica +- Untapped Soil +- Gobannus-Model Bellows +- Villa Retinue +- Paved Roads +- Better Bellows +- Beaver Bother +- Blind Faith +- Blood of Terra +- Depotism +- Depots +- The Flight of Birds +- Beneath Bedrock +- Deep Depots +- Drainage +- Cyclopedic Research +- Duct Irrigation +- Firmer Foundations +- Fish Markets +- Healthy Competition +- Abyssal Invocation +- Well-Ordered Warehouses +- Pier-to-Pier Trading +- Seaport Specification +- Hurried Horrea +- Raising Sluices +- Honeyed Arbour +- Hushing +- Quays +- Trading Post Improvements +- Warehouse Refinement +- Warehouse Organisation +- Latin Research +- Albionic Loyalists +- Mackerel Hauling +- Metallurgical Research +- Monumental Research +- Wetland Research +- Replanting +- Phlogistic Research +- Albionic Pillars +- Harbourmastery +- Safe Havens +- Harbour Grandmastery +- Reservoirs +- Marsh Services +- Ulex & Agogae +- Vino Veritas +- Water Conservation +- Woodland Rebirth +- Extra Horse Power + +## Source + +- [anno.land - Sewing Circles](https://anno.land/en/anno-117-skills/naehkreise/) diff --git a/docs/skills/shipboard-scorpiones.md b/docs/skills/shipboard-scorpiones.md new file mode 100644 index 0000000..6694614 --- /dev/null +++ b/docs/skills/shipboard-scorpiones.md @@ -0,0 +1,90 @@ +# Shipboard Scorpiones + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Discovery | +| Knowledge Cost | 64,000 | + +## Description + +Shipboard Scorpiones is a Military skill that unlocks the Shipboard Scorpiones ship module. Scorpiones excel at medium-ranged combat. A most versatile weapon, they are useful for both naval and land assault. + +## Effects + +| Effect | Description | +|--------|-------------| +| Unlocks | Shipboard Scorpiones module | + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Military category: + +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manouvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisinal Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armousmithing +- Shipwright Studies +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +- [anno.land - Shipboard Scorpiones](https://anno.land/en/anno-117-skills/schiffsskorpione/) diff --git a/docs/skills/shipwright-studies.md b/docs/skills/shipwright-studies.md new file mode 100644 index 0000000..ebea02d --- /dev/null +++ b/docs/skills/shipwright-studies.md @@ -0,0 +1,95 @@ +# Shipwright Studies + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Discovery | +| Knowledge Cost | Unknown | + +## Description + +Shipwright Studies is a Military skill that improves the speed of Repair Cranes and the radius in which they can work. This skill enhances naval support capabilities by making ship repair operations faster and more effective. + +## Effects + +Grants Effect: **Repair Crane** + +| Stat | Bonus | +|------|-------| +| Ship repair speed | +25% | +| Repair radius | +20% | + +## Unlock Requirements + +- Research Repair Cranes + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Military category: + +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manouvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisinal Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armousmithing +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +- [anno.land - Shipwright Studies](https://anno.land/en/anno-117-skills/schiffsbauerstudien/) diff --git a/docs/skills/shrine-of-the-people.md b/docs/skills/shrine-of-the-people.md new file mode 100644 index 0000000..0867145 --- /dev/null +++ b/docs/skills/shrine-of-the-people.md @@ -0,0 +1,100 @@ +# Sacral Spaces + +**Entity Type:** Skill + +**German Name:** Schrein des Volkes (Shrine of the People) + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Cost | 360,000 Knowledge | + +## Effects + +| Effect Type | Target | Value | +|-------------|--------|-------| +| Shrine Permit | Islands | +1 | + +## Description + +Allows you to build one more Shrine of any kind on your Islands. + +Civic skills offer many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medici, Vigiles, and Custodes. Civic skills make managing your cities significantly easier. + +Discovery skills make up the majority of skills in the Anno 117 skill tree. To research them, you must first reach them via a research path. Some discoveries also require meeting various conditions before unlocking, such as hosting a specific population type in Albion. + +## Unlock Requirements + +- Research path must be unlocked via preceding skills +- 360,000 Knowledge required + +## Related Skills + +Other Civic category skills include: +- Aleatoria +- Alliance Treaties +- Headhunting +- Asclepian Codices +- Market Forces +- Snuffing Sedition +- Well +- Cerere et Baccho +- The Art of Gift-Giving +- Empyrean Research +- Cult of Epona +- Epona's Hoofbeat +- Artificer Intelligence +- Conservation Ordinance +- Cognoscentic Research +- Fabulae Togatae +- Voluntary Vigilance +- Hospitality +- Hazard Fighters +- Seasoned to Taste +- Shrine Staffing +- Large Loans +- Metropolitan Research +- Warmer Hospitality +- Officialdom +- Hippocratic Corps +- Imperial Parades +- Recruitment Drive +- Concordance Research +- Cult of Minerva +- Cult of Cernunnos +- Cult of Mercury-Lugus +- Latrines +- Lingua Romana +- Marble Roads +- Night Watch +- Villa Novation +- Public Funding +- Aesthetic Aedificator +- Pax Amicitia +- Fenixwrights +- Portitores +- Gubernatorial Research +- Praetorian Pumps +- Cohabitive Collaboration +- Quartermastery +- Quinquiremes +- Right to Repair +- Sanitary Measures +- Legally Enshrined +- Solutio Ad Hominem +- Funeral Games of Tailteann +- Municipal Research +- Day Watch +- Trireme +- Devotional Research +- Via Tributum +- Villa Visitation +- Populist Research +- Watchtowers + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/schrein-des-volkes/) diff --git a/docs/skills/shrines-allowed.md b/docs/skills/shrines-allowed.md new file mode 100644 index 0000000..ce27bfe --- /dev/null +++ b/docs/skills/shrines-allowed.md @@ -0,0 +1,98 @@ +# Legally Enshrined + +**Entity Type:** Skill + +**German Name:** Schreine schreinern erlaubt + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Base Cost | 36,000 Knowledge | + +## Description + +Allows you to build one more Shrine of any kind on your Islands. This Discovery skill grants a Shrine Permit, enabling additional shrine construction across your territory. + +Civic skills offer many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medici, Vigiles, and Custodes. Civic skills make managing your cities significantly easier. + +## Effects + +| Effect Type | Target | Value | +|-------------|--------|-------| +| Shrine Permit | Islands | +1 | + +## Unlock Requirements + +- **Knowledge Cost:** 36,000 Knowledge +- **Type:** Discovery - must be reached through a research path in the skill tree + +## Related Skills + +Other Civic category skills include: +- Aleatoria +- Alliance Treaties +- Headhunting +- Asclepian Codices +- Market Forces +- Snuffing Sedition +- Well +- Cerere et Baccho +- The Art of Gift-Giving +- Empyrean Research +- Cult of Epona +- Epona's Hoofbeat +- Artificer Intelligence +- Conservation Ordinance +- Cognoscentic Research +- Fabulae Togatae +- Voluntary Vigilance +- Hospitality +- Hazard Fighters +- Seasoned to Taste +- Shrine Staffing +- Large Loans +- Metropolitan Research +- Warmer Hospitality +- Officialdom +- Hippocratic Corps +- Imperial Parades +- Recruitment Drive +- Concordance Research +- Cult of Minerva +- Cult of Cernunnos +- Cult of Mercury-Lugus +- Latrines +- Lingua Romana +- Marble Roads +- Night Watch +- Villa Novation +- Public Funding +- Aesthetic Aedificator +- Pax Amicitia +- Fenixwrights +- Portitores +- Gubernatorial Research +- Praetorian Pumps +- Cohabitive Collaboration +- Quartermastery +- Quinquiremes +- Right to Repair +- Sanitary Measures +- Sacral Spaces +- Solutio Ad Hominem +- Funeral Games of Tailteann +- Municipal Research +- Day Watch +- Trireme +- Devotional Research +- Via Tributum +- Villa Visitation +- Populist Research +- Watchtowers + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/schreine-schreinern-erlaubt/) diff --git a/docs/skills/slingers.md b/docs/skills/slingers.md new file mode 100644 index 0000000..be5119c --- /dev/null +++ b/docs/skills/slingers.md @@ -0,0 +1,90 @@ +# Slingers + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Discovery | +| Knowledge Cost | 4,800 | + +## Description + +Slingers is a Military skill that unlocks the Slingers military unit. Beneath a constant of Slinger stones, most enemies will eventually crumble. Light equipment affords them decent mobility, while making them vulnerable targets. + +## Effects + +- Unlocks: **Slingers** (military unit) + +## Unlock Requirements + +- Knowledge: 4,800 + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. + +## Related Skills + +Other skills in the Military category: + +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manouvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisinal Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armousmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +- [anno.land - Slingers](https://anno.land/en/anno-117-skills/steinschleuderer/) diff --git a/docs/skills/snuffing-sedition.md b/docs/skills/snuffing-sedition.md new file mode 100644 index 0000000..453bedb --- /dev/null +++ b/docs/skills/snuffing-sedition.md @@ -0,0 +1,100 @@ +# Snuffing Sedition + +**Entity Type:** Skill + +**German Name:** Aufruhr im Keim ersticken + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Base Cost | 220,000 Knowledge | + +## Description + +Snuffing Sedition is a Civic category skill that enhances the effectiveness of riot control forces. Civic skills offer many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medici, Vigiles, and Custodes. Civic skills make managing your cities significantly easier. + +As a Discovery type skill, it makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it through a research path. Some discoveries require additional conditions to unlock, such as hosting a specific population type in Albion. + +## Effects + +| Effect Type | Target | Value | +|-------------|--------|-------| +| Response Time | Custodes | -20% | + +Riot-fighting squads disperse rioters more quickly. + +## Unlock Requirements + +- **Knowledge Required:** 220,000 Knowledge +- **Research Path:** Must be reached through the Civic skill tree + +## Related Skills + +Other Civic category skills include: +- Aleatoria +- Alliance Treaties +- Headhunting +- Asclepian Codices +- Market Forces +- Well +- Cerere et Baccho +- The Art of Gift-Giving +- Empyrean Research +- Cult of Epona +- Epona's Hoofbeat +- Artificer Intelligence +- Conservation Ordinance +- Cognoscentic Research +- Fabulae Togatae +- Voluntary Vigilance +- Hospitality +- Hazard Fighters +- Seasoned to Taste +- Shrine Staffing +- Large Loans +- Metropolitan Research +- Warmer Hospitality +- Officialdom +- Hippocratic Corps +- Imperial Parades +- Recruitment Drive +- Concordance Research +- Cult of Minerva +- Cult of Cernunnos +- Cult of Mercury-Lugus +- Latrines +- Lingua Romana +- Marble Roads +- Night Watch +- Villa Novation +- Public Funding +- Aesthetic Aedificator +- Pax Amicitia +- Fenixwrights +- Portitores +- Gubernatorial Research +- Praetorian Pumps +- Cohabitive Collaboration +- Quartermastery +- Quinquiremes +- Right to Repair +- Sanitary Measures +- Sacral Spaces +- Legally Enshrined +- Solutio Ad Hominem +- Funeral Games of Tailteann +- Municipal Research +- Day Watch +- Trireme +- Devotional Research +- Via Tributum +- Villa Visitation +- Populist Research +- Watchtowers + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/aufruhr-im-keim-ersticken/) diff --git a/docs/skills/solutio-ad-hominem.md b/docs/skills/solutio-ad-hominem.md new file mode 100644 index 0000000..d019707 --- /dev/null +++ b/docs/skills/solutio-ad-hominem.md @@ -0,0 +1,103 @@ +# Solutio Ad Hominem + +**Entity Type:** Skill + +**German Name:** Solutio Ad Hominem + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Base Cost | ? Knowledge | + +## Description + +Solutio Ad Hominem is a Civic category skill that reveals information about specialist recruitment. Civic skills offer many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medici, Vigiles, and Custodes. Civic skills make managing your cities significantly easier. + +As a Discovery type skill, it makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it through a research path. Some discoveries require additional conditions to unlock, such as hosting a specific population type in Albion. + +## Effects + +| Effect Type | Target | Value | +|-------------|--------|-------| +| Preference Reveal | Legendary Specialists | Reveals preferences | +| Preference Reveal | Captains | Reveals preferences | + +## Unlocks + +- Philanthropy + +## Unlock Requirements + +- **Knowledge Required:** ? Knowledge +- **Research Path:** Must be reached through the Civic skill tree + +## Related Skills + +Other Civic category skills include: +- Aleatoria +- Alliance Treaties +- Headhunting +- Asclepian Codices +- Market Forces +- Snuffing Sedition +- Well +- Cerere et Baccho +- The Art of Gift-Giving +- Empyrean Research +- Cult of Epona +- Epona's Hoofbeat +- Artificer Intelligence +- Conservation Ordinance +- Cognoscentic Research +- Fabulae Togatae +- Voluntary Vigilance +- Hospitality +- Hazard Fighters +- Seasoned to Taste +- Shrine Staffing +- Large Loans +- Metropolitan Research +- Warmer Hospitality +- Officialdom +- Hippocratic Corps +- Imperial Parades +- Recruitment Drive +- Concordance Research +- Cult of Minerva +- Cult of Cernunnos +- Cult of Mercury-Lugus +- Latrines +- Lingua Romana +- Marble Roads +- Night Watch +- Villa Novation +- Public Funding +- Aesthetic Aedificator +- Pax Amicitia +- Fenixwrights +- Portitores +- Gubernatorial Research +- Praetorian Pumps +- Cohabitive Collaboration +- Quartermastery +- Quinquiremes +- Right to Repair +- Sanitary Measures +- Sacral Spaces +- Legally Enshrined +- Funeral Games of Tailteann +- Municipal Research +- Day Watch +- Trireme +- Devotional Research +- Via Tributum +- Villa Visitation +- Populist Research +- Watchtowers + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/solutio-ad-hominem/) diff --git a/docs/skills/spiced-to-taste.md b/docs/skills/spiced-to-taste.md new file mode 100644 index 0000000..d0b8dd4 --- /dev/null +++ b/docs/skills/spiced-to-taste.md @@ -0,0 +1,98 @@ +# Seasoned to Taste + +**Entity Type:** Skill + +**German Name:** Gewuerzt nach Geschmack + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Base Cost | 750,000 Knowledge | + +## Description + +Seasoned to Taste is a Civic category skill that unlocks Garum as a food need among population tiers in Albion. Civic skills offer many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medici, Vigiles, and Custodes. Civic skills make managing your cities significantly easier. + +As a Discovery type skill, it makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it through a research path. Some discoveries require additional conditions to unlock, such as hosting a specific population type in Albion. + +## Effects + +| Effect Type | Target | Value | +|-------------|--------|-------| +| Garum Demand | Albion | Enables Garum as a food need for population tiers | + +## Unlock Requirements + +- **Knowledge Required:** 750,000 Knowledge +- **Research Path:** Must be reached through the Civic skill tree + +## Related Skills + +Other Civic category skills include: +- Aleatoria +- Alliance Treaties +- Headhunting +- Asclepian Codices +- Market Forces +- Snuffing Sedition +- Well +- Cerere et Baccho +- The Art of Gift-Giving +- Empyrean Research +- Cult of Epona +- Epona's Hoofbeat +- Artificer Intelligence +- Conservation Ordinance +- Cognoscentic Research +- Fabulae Togatae +- Voluntary Vigilance +- Hospitality +- Hazard Fighters +- Shrine Staffing +- Large Loans +- Metropolitan Research +- Warmer Hospitality +- Officialdom +- Hippocratic Corps +- Imperial Parades +- Recruitment Drive +- Concordance Research +- Cult of Minerva +- Cult of Cernunnos +- Cult of Mercury-Lugus +- Latrines +- Lingua Romana +- Marble Roads +- Night Watch +- Villa Novation +- Public Funding +- Aesthetic Aedificator +- Pax Amicitia +- Fenixwrights +- Portitores +- Gubernatorial Research +- Praetorian Pumps +- Cohabitive Collaboration +- Quartermastery +- Quinquiremes +- Right to Repair +- Sanitary Measures +- Sacral Spaces +- Legally Enshrined +- Solutio Ad Hominem +- Funeral Games of Tailteann +- Municipal Research +- Day Watch +- Trireme +- Devotional Research +- Via Tributum +- Villa Visitation +- Populist Research +- Watchtowers + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/gewuerzt-nach-geschmack/) diff --git a/docs/skills/stone-walls.md b/docs/skills/stone-walls.md new file mode 100644 index 0000000..f2f5953 --- /dev/null +++ b/docs/skills/stone-walls.md @@ -0,0 +1,97 @@ +# Stone Walls + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Discovery | +| Knowledge Cost | 18,000 | + +## Description + +Stone Walls is a Military skill that unlocks stone-based defensive buildings. These structures provide superior protection compared to wooden palisades, allowing players to fortify their cities against enemy attacks more effectively. + +## Effects + +Unlocks the following Defensive Buildings: + +| Building | Description | +|----------|-------------| +| Stone Walls | Walls prevent enemy troops from advancing into your city | +| Stone Gates | Controls access to the city. The gate will close during an attack | +| Stone Towers | Archers attack enemies on sight to protect the city | + +## Unlock Requirements + +- **Knowledge Required:** 18,000 +- **Condition:** Store at least 5t Concrete + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. + +## Related Skills + +Other skills in the Military category: + +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manouvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisinal Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armousmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +- [anno.land - Stone Walls](https://anno.land/en/anno-117-skills/steinmauern/) diff --git a/docs/skills/tacking.md b/docs/skills/tacking.md new file mode 100644 index 0000000..34e3a42 --- /dev/null +++ b/docs/skills/tacking.md @@ -0,0 +1,93 @@ +# Tacking + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Discovery | +| Knowledge Cost | 36,000 | + +## Description + +Tacking is a Military skill that improves ship performance, particularly when sailing against the wind. This skill increases the maximum speed of your ships and reduces the slowdown penalty when facing unfavorable wind conditions. + +## Effects + +Grants Effect: **Ships** + +| Stat | Bonus | +|------|-------| +| Movement speed | +5% | +| Unfavourable wind impact | -20% | + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Military category: + +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manouvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisinal Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armousmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Target Practice + +## Source + +- [anno.land - Tacking](https://anno.land/en/anno-117-skills/wenden/) diff --git a/docs/skills/target-practice.md b/docs/skills/target-practice.md new file mode 100644 index 0000000..be30f23 --- /dev/null +++ b/docs/skills/target-practice.md @@ -0,0 +1,94 @@ +# Target Practice + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Discovery | +| Knowledge Cost | 92,000 | + +## Description + +Target Practice is a Military skill that unlocks Garrison Archers for your settlements. These standing units are always at hand to defend your island in case of invasion. Garrison Archers require no workforce, but also cannot embark onto ships. + +## Effects + +**Unlocks:** Garrison Archer + +| Effect | Bonus | +|--------|-------| +| Garrison Archers Available | +1 | + +This allows you to station more Garrison Archers in your Villas. + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Military category: + +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover Positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manouvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisional Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armoursmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking + +## Source + +- [anno.land - Target Practice](https://anno.land/en/anno-117-skills/zieluebung/) diff --git a/docs/skills/tower-ballistae.md b/docs/skills/tower-ballistae.md new file mode 100644 index 0000000..d4f00b2 --- /dev/null +++ b/docs/skills/tower-ballistae.md @@ -0,0 +1,95 @@ +# Tower Ballistae + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Discovery | +| Knowledge Cost | 46,000 | + +## Description + +Tower Ballistae is a Military skill that unlocks the Tower Ballistae defensive building. This powerful defensive structure provides enhanced protection for your city by attacking enemies on sight with ballista weaponry. + +## Effects + +Unlocks the following Defensive Building: + +| Building | Description | +|----------|-------------| +| Tower Ballistae | Ballistae attack enemies on sight to protect the city | + +## Unlock Requirements + +- **Knowledge Required:** 46,000 +- **Prerequisite:** Research Stone Walls + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path and complete the Stone Walls research. + +## Related Skills + +Other skills in the Military category: + +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manouvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisinal Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armousmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +- [anno.land - Tower Ballistae](https://anno.land/en/anno-117-skills/turm-ballisten/) diff --git a/docs/skills/trading-port.md b/docs/skills/trading-port.md new file mode 100644 index 0000000..fab477a --- /dev/null +++ b/docs/skills/trading-port.md @@ -0,0 +1,92 @@ +# Seaport Specification + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economy | +| Type | Discovery | +| Knowledge Cost | 750,000 | + +## Description + +Seaport Specification is an Economy skill that unlocks Good Specification in Trade Piers. When a good is specified at a Trading Post, only ships on Trade Routes for the specified good are allowed to load/unload there. + +Economy skills primarily improve production by enhancing production buildings, increasing the number of workers available, or unlocking completely new mechanics. + +## Effects + +Grants Effect: **Trade Piers** + +| Scope | Effect | Value | +|-------|--------|-------| +| Trading Posts | Good Specification | Unlocked | + +When a good is specified at a Trading Post, only ships on Trade Routes for the specified good are allowed to load/unload there. This allows for more precise control over trade logistics and prevents unintended cargo transfers. + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Economy category: + +- Albionic Research +- Aqua Arborica +- Untapped Soil +- Gobannus-Model Bellows +- Villa Retinue +- Paved Roads +- Better Bellows +- Beaver Bother +- Blind Faith +- Blood of Terra +- Depotism +- Depots +- The Flight of Birds +- Beneath Bedrock +- Deep Depots +- Drainage +- Cyclopedic Research +- Duct Irrigation +- Firmer Foundations +- Fish Markets +- Healthy Competition +- Abyssal Invocation +- Well-Ordered Warehouses +- Pier-to-Pier Trading +- Hurried Horrea +- Raising Sluices +- Honeyed Arbour +- Hushing +- Quays +- Trading Post Improvements +- Warehouse Refinement +- Warehouse Organisation +- Latin Research +- Albionic Loyalists +- Mackerel Hauling +- Metallurgical Research +- Monumental Research +- Wetland Research +- Sewing Circles +- Replanting +- Phlogistic Research +- Albionic Pillars +- Harbourmastery +- Safe Havens +- Harbour Grandmastery +- Reservoirs +- Marsh Services +- Ulex & Agogae +- Vino Veritas +- Water Conservation +- Woodland Rebirth +- Extra Horse Power + +## Source + +- [anno.land - Seaport Specification](https://anno.land/en/anno-117-skills/handelshafen/) diff --git a/docs/skills/trading-post-improvements.md b/docs/skills/trading-post-improvements.md new file mode 100644 index 0000000..f0f76c8 --- /dev/null +++ b/docs/skills/trading-post-improvements.md @@ -0,0 +1,91 @@ +# Trading Post Improvements + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economic | +| Type | Discovery | +| Knowledge Cost | 4,800 | + +## Description + +Trading Post Improvements is an Economic skill that unlocks the Trading Post Upgrade. When unlocked, upgrading your Trading Posts to the next tier adds more loading ramps to avoid congestion and increases island storage capacity. + +Economic skills primarily improve production by enhancing production buildings, increasing the number of workers available, or unlocking completely new mechanics. + +## Effects + +Unlocks: **Trading Post Upgrade** + +| Scope | Effect | Value | +|-------|--------|-------| +| Trading Posts | Loading Ramps | Additional ramps to reduce congestion | +| Islands | Storage Capacity | Increased | + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Economic category: + +- Albionic Research +- Aqua Arborica +- Untapped Soil +- Gobannus-Model Bellows +- Villa Retinue +- Paved Roads +- Better Bellows +- Beaver Bother +- Blind Faith +- Blood of Terra +- Depotism +- Depots +- The Flight of Birds +- Beneath Bedrock +- Deep Depots +- Drainage +- Cyclopedic Research +- Duct Irrigation +- Firmer Foundations +- Fish Markets +- Healthy Competition +- Abyssal Invocation +- Well-Ordered Warehouses +- Pier-to-Pier Trading +- Seaport Specification +- Hurried Horrea +- Raising Sluices +- Honeyed Arbour +- Hushing +- Quays +- Warehouse Refinement +- Warehouse Organisation +- Latin Research +- Albionic Loyalists +- Mackerel Hauling +- Metallurgical Research +- Monumental Research +- Wetland Research +- Sewing Circles +- Replanting +- Phlogistic Research +- Albionic Pillars +- Harbourmastery +- Safe Havens +- Harbour Grandmastery +- Reservoirs +- Marsh Services +- Ulex & Agogae +- Vino Veritas +- Water Conservation +- Woodland Rebirth +- Extra Horse Power + +## Source + +- [anno.land - Trading Post Improvements](https://anno.land/en/anno-117-skills/kontorverwaltung/) diff --git a/docs/skills/trading-post-optimization.md b/docs/skills/trading-post-optimization.md new file mode 100644 index 0000000..413088b --- /dev/null +++ b/docs/skills/trading-post-optimization.md @@ -0,0 +1,93 @@ +# Trading Post Improvements + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economy | +| Type | Discovery | +| Knowledge Cost | 750,000 | + +## Description + +Trading Post Improvements is an Economy skill that unlocks the ability to upgrade your Trading Posts to the next tier. When unlocked, upgrading Trading Posts adds more loading ramps to avoid congestion and increases island storage capacity. + +Economy skills primarily improve production by enhancing production buildings, increasing the number of workers available, or unlocking completely new mechanics. + +## Effects + +Unlocks: **Trading Post Upgrade** + +| Scope | Effect | Value | +|-------|--------|-------| +| Trading Posts | Loading Ramps | Additional ramps to reduce congestion | +| Islands | Storage Capacity | Increased | + +Upgrading your Trading Posts to the next tier adds more loading ramps to avoid congestion, and increases island storage capacity. + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Economy category: + +- Albionic Research +- Aqua Arborica +- Untapped Soil +- Gobannus-Model Bellows +- Villa Retinue +- Paved Roads +- Better Bellows +- Beaver Bother +- Blind Faith +- Blood of Terra +- Depotism +- Depots +- The Flight of Birds +- Beneath Bedrock +- Deep Depots +- Drainage +- Cyclopedic Research +- Duct Irrigation +- Firmer Foundations +- Fish Markets +- Healthy Competition +- Abyssal Invocation +- Well-Ordered Warehouses +- Pier-to-Pier Trading +- Seaport Specification +- Hurried Horrea +- Raising Sluices +- Honeyed Arbour +- Hushing +- Quays +- Warehouse Refinement +- Warehouse Organisation +- Latin Research +- Albionic Loyalists +- Mackerel Hauling +- Metallurgical Research +- Monumental Research +- Wetland Research +- Sewing Circles +- Replanting +- Phlogistic Research +- Albionic Pillars +- Harbourmastery +- Safe Havens +- Harbour Grandmastery +- Reservoirs +- Marsh Services +- Ulex & Agogae +- Vino Veritas +- Water Conservation +- Woodland Rebirth +- Extra Horse Power + +## Source + +- [anno.land - Trading Post Improvements](https://anno.land/en/anno-117-skills/kontoroptimierung/) diff --git a/docs/skills/trireme.md b/docs/skills/trireme.md new file mode 100644 index 0000000..4289779 --- /dev/null +++ b/docs/skills/trireme.md @@ -0,0 +1,98 @@ +# Trireme + +**Entity Type:** Skill + +**German Name:** Trireme + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Base Cost | 36,000 Knowledge | + +## Description + +Trireme is a Civic category skill that unlocks the Trireme ship hull, a tried-and-true ship with more slots for modifications. Civic skills offer many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medici, Vigiles, and Custodes. Civic skills make managing your cities significantly easier. + +As a Discovery type skill, it makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it through a research path. Some discoveries require additional conditions to unlock, such as hosting a specific population type in Albion. + +## Effects + +| Effect Type | Target | Value | +|-------------|--------|-------| +| Unlock | Trireme Hull | A tried-and-true ship with more slots for modifications | + +## Unlock Requirements + +- **Knowledge Required:** 36,000 +- **Research Path:** Must be reached through the Civic skill tree + +## Related Skills + +Other Civic category skills include: +- Aleatoria +- Alliance Treaties +- Headhunting +- Asclepian Codices +- Market Forces +- Snuffing Sedition +- Well +- Cerere et Baccho +- The Art of Gift-Giving +- Empyrean Research +- Cult of Epona +- Epona's Hoofbeat +- Artificer Intelligence +- Conservation Ordinance +- Cognoscentic Research +- Fabulae Togatae +- Voluntary Vigilance +- Hospitality +- Hazard Fighters +- Seasoned to Taste +- Shrine Staffing +- Large Loans +- Metropolitan Research +- Warmer Hospitality +- Officialdom +- Hippocratic Corps +- Imperial Parades +- Recruitment Drive +- Concordance Research +- Cult of Minerva +- Cult of Cernunnos +- Cult of Mercury-Lugus +- Latrines +- Lingua Romana +- Marble Roads +- Night Watch +- Villa Novation +- Public Funding +- Aesthetic Aedificator +- Pax Amicitia +- Fenixwrights +- Portitores +- Gubernatorial Research +- Praetorian Pumps +- Cohabitive Collaboration +- Quartermastery +- Quinquiremes +- Right to Repair +- Sanitary Measures +- Sacral Spaces +- Legally Enshrined +- Solutio Ad Hominem +- Funeral Games of Tailteann +- Municipal Research +- Day Watch +- Devotional Research +- Via Tributum +- Villa Visitation +- Populist Research +- Watchtowers + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/trireme/) diff --git a/docs/skills/tuatha-de-danann.md b/docs/skills/tuatha-de-danann.md new file mode 100644 index 0000000..70ef711 --- /dev/null +++ b/docs/skills/tuatha-de-danann.md @@ -0,0 +1,94 @@ +# Tuatha De Danann + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Discovery | +| Knowledge Cost | 180,000 | + +## Description + +Tuatha De Danann is a Military skill that improves the stats of all Axe-Bearer troops. The Tuatha De Danann were a supernatural race in Irish mythology, often associated with powerful warriors and mystical abilities. + +## Effects + +Grants Effect: **Axe-Bearers** + +| Stat | Bonus | +|------|-------| +| Morale | +100 | +| Toughness | +1 | +| Melee offence | +1 | + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Military category: + +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manouvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisinal Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armousmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +- [anno.land - Tuatha De Danann](https://anno.land/en/anno-117-skills/tuatha-de-danann/) diff --git a/docs/skills/ulex-agogae.md b/docs/skills/ulex-agogae.md new file mode 100644 index 0000000..ff8239b --- /dev/null +++ b/docs/skills/ulex-agogae.md @@ -0,0 +1,88 @@ +# Ulex & Agogae + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economy | +| Type | Discovery | +| Knowledge Cost | Unknown | + +## Description + +Ulex & Agogae is an Economy skill that enables gold production without natural gold deposits. Economy skills improve production capabilities by enhancing production buildings, increasing workforce, or unlocking new economic mechanics. This skill allows Gold Mines and Gold Washers to operate even in the absence of gold ore deposits, making gold production possible on any island. + +## Effects + +| Effect | Scope | Value | +|--------|-------|-------| +| Gold Ore Deposit | All islands | 50% | + +**Benefit:** Allows Gold Mines and Gold Washers to produce even without Gold Deposits, albeit with reduced productivity. + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. + +## Related Skills + +Other skills in the Economy category: + +- Albionic Research +- Aqua Arborica +- Untapped Soil +- Gobannus-Model Bellows +- Villa Retinue +- Paved Roads +- Better Bellows +- Beaver Bother +- Blind Faith +- Blood of Terra +- Depotism +- Depots +- The Flight of Birds +- Beneath Bedrock +- Deep Depots +- Drainage +- Cyclopedic Research +- Duct Irrigation +- Firmer Foundations +- Fish Markets +- Healthy Competition +- Abyssal Invocation +- Well-Ordered Warehouses +- Pier-to-Pier Trading +- Seaport Specification +- Hurried Horrea +- Raising Sluices +- Honeyed Arbour +- Hushing +- Quays +- Trading Post Improvements +- Warehouse Refinement +- Warehouse Organisation +- Latin Research +- Albionic Loyalists +- Mackerel Hauling +- Metallurgical Research +- Monumental Research +- Wetland Research +- Sewing Circles +- Replanting +- Phlogistic Research +- Albionic Pillars +- Harbourmastery +- Safe Havens +- Harbour Grandmastery +- Reservoirs +- Marsh Services +- Vino Veritas +- Water Conservation +- Woodland Rebirth +- Extra Horse Power + +## Source + +- [anno.land - Ulex & Agogae](https://anno.land/en/anno-117-skills/ulex-agogae/) diff --git a/docs/skills/urban-research.md b/docs/skills/urban-research.md new file mode 100644 index 0000000..d28be24 --- /dev/null +++ b/docs/skills/urban-research.md @@ -0,0 +1,95 @@ +# Municipal Research + +**Entity Type:** Skill + +**German Name:** Stadtische Forschung + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Inspiration | + +## Description + +Municipal Research is a Civic category Inspiration skill in Anno 117. Civic skills offer many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medici, Vigiles, and Custodes. Civic skills make managing your cities significantly easier. + +As an Inspiration type skill, it is placed deeper in the research tree and must be unlocked. Each Inspiration node has two conditions: you need a certain amount of generated Knowledge, and you must fulfill another requirement (e.g., building a specific structure or reaching a milestone). Once you have unlocked a node, you can use it as a starting point for further research. + +## Effects + +This skill serves as an Inspiration node, unlocking additional research paths in the Civic skill tree. + +## Unlock Requirements + +- **Knowledge Required:** 500 Knowledge +- **Special Condition:** Reach the City Status Growing City + +## Related Skills + +Other Civic category skills include: +- Aleatoria +- Alliance Treaties +- Headhunting +- Asclepian Codices +- Market Forces +- Snuffing Sedition +- Well +- Cerere et Baccho +- The Art of Gift-Giving +- Empyrean Research +- Cult of Epona +- Epona's Hoofbeat +- Artificer Intelligence +- Conservation Ordinance +- Cognoscentic Research +- Fabulae Togatae +- Voluntary Vigilance +- Hospitality +- Hazard Fighters +- Seasoned to Taste +- Shrine Staffing +- Large Loans +- Metropolitan Research +- Warmer Hospitality +- Officialdom +- Hippocratic Corps +- Imperial Parades +- Recruitment Drive +- Concordance Research +- Cult of Minerva +- Cult of Cernunnos +- Cult of Mercury-Lugus +- Latrines +- Lingua Romana +- Marble Roads +- Night Watch +- Villa Novation +- Public Funding +- Aesthetic Aedificator +- Pax Amicitia +- Fenixwrights +- Portitores +- Gubernatorial Research +- Praetorian Pumps +- Cohabitive Collaboration +- Quartermastery +- Quinquiremes +- Right to Repair +- Sanitary Measures +- Sacral Spaces +- Legally Enshrined +- Solutio Ad Hominem +- Funeral Games of Tailteann +- Day Watch +- Trireme +- Devotional Research +- Via Tributum +- Villa Visitation +- Populist Research +- Watchtowers + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/staedtische-forschung/) diff --git a/docs/skills/valetudinaria.md b/docs/skills/valetudinaria.md new file mode 100644 index 0000000..e4d3d29 --- /dev/null +++ b/docs/skills/valetudinaria.md @@ -0,0 +1,99 @@ +# Valetudinaria + +**Entity Type:** Skill + +**German Name:** Valetudinarium + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Discovery | +| Base Cost | 64,000 Knowledge | + +## Effects + +| Effect Type | Target | Value | +|-------------|--------|-------| +| Healing while encamped | Troops | +100% | + +## Description + +Increases the recovery speed of encamped troops. This skill doubles the healing rate for troops that are stationed in encampments, allowing them to return to battle-ready status more quickly. + +Valetudinaria is a Discovery type skill, which makes up the majority of skills in the Anno 117 skill tree. To research Discovery skills, you must first reach them via a research path. Some Discoveries may also require fulfilling additional conditions before they can be unlocked, such as housing a specific population type in Albion. + +## Unlock Requirements + +| Requirement | Value | +|-------------|-------| +| Knowledge | 64,000 | + +## Skill Tree Position + +Located within the Military skill tree branch. As a Discovery skill, it must be reached through connected research nodes. + +## Related Skills + +Other Military category skills include: +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover Positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manoeuvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisional Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armoursmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/valetudinarium/) diff --git a/docs/skills/veneration-research.md b/docs/skills/veneration-research.md new file mode 100644 index 0000000..7d729fe --- /dev/null +++ b/docs/skills/veneration-research.md @@ -0,0 +1,95 @@ +# Devotional Research + +**Entity Type:** Skill + +**German Name:** Verehrungsforschung + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Inspiration | + +## Description + +Devotional Research is a Civic category Inspiration skill in Anno 117. Civic skills offer many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medici, Vigiles, and Custodes. Civic skills make managing your cities significantly easier. + +As an Inspiration type skill, it is placed deeper in the research tree and must be unlocked. Each Inspiration node has two conditions: you need a certain amount of generated Knowledge, and you must fulfill another requirement (e.g., building a specific structure or reaching a milestone). Once you have unlocked a node, you can use it as a starting point for further research. + +## Effects + +This skill serves as an Inspiration node, unlocking additional research paths in the Civic skill tree. + +## Unlock Requirements + +- **Knowledge Required:** 500 Knowledge +- **Special Condition:** Devote 2 cities to a single Patron and generate at least 500 Knowledge + +## Related Skills + +Other Civic category skills include: +- Aleatoria +- Alliance Treaties +- Headhunting +- Asclepian Codices +- Market Forces +- Snuffing Sedition +- Well +- Cerere et Baccho +- The Art of Gift-Giving +- Empyrean Research +- Cult of Epona +- Epona's Hoofbeat +- Artificer Intelligence +- Conservation Ordinance +- Cognoscentic Research +- Fabulae Togatae +- Voluntary Vigilance +- Hospitality +- Hazard Fighters +- Seasoned to Taste +- Shrine Staffing +- Large Loans +- Metropolitan Research +- Warmer Hospitality +- Officialdom +- Hippocratic Corps +- Imperial Parades +- Recruitment Drive +- Concordance Research +- Cult of Minerva +- Cult of Cernunnos +- Cult of Mercury-Lugus +- Latrines +- Lingua Romana +- Marble Roads +- Night Watch +- Villa Novation +- Public Funding +- Aesthetic Aedificator +- Pax Amicitia +- Fenixwrights +- Portitores +- Gubernatorial Research +- Praetorian Pumps +- Cohabitive Collaboration +- Quartermastery +- Quinquiremes +- Right to Repair +- Sanitary Measures +- Sacral Spaces +- Legally Enshrined +- Solutio Ad Hominem +- Funeral Games of Tailteann +- Municipal Research +- Day Watch +- Trireme +- Via Tributum +- Villa Visitation +- Populist Research +- Watchtowers + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/verehrungsforschung/) diff --git a/docs/skills/via-tributum.md b/docs/skills/via-tributum.md new file mode 100644 index 0000000..f2359e8 --- /dev/null +++ b/docs/skills/via-tributum.md @@ -0,0 +1,99 @@ +# Via Tributum + +**Entity Type:** Skill + +**German Name:** Via Tributum + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Base Cost | 750,000 Knowledge | + +## Description + +Via Tributum is a Civic category skill that reduces road construction costs. Civic skills offer many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medici, Vigiles, and Custodes. Civic skills make managing your cities significantly easier. + +As a Discovery type skill, it makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it through a research path. Some discoveries require additional conditions to unlock, such as hosting a specific population type in Albion. + +## Effects + +| Effect Type | Target | Value | +|-------------|--------|-------| +| Paved Road Discount | Paved Roads | Halved Construction Costs | +| Marble Road Discount | Marble Roads | Halved Construction Costs | + +## Unlock Requirements + +- **Knowledge Required:** 750,000 Knowledge +- **Research Path:** Must be reached through the Civic skill tree + +## Related Skills + +Other Civic category skills include: +- Aleatoria +- Alliance Treaties +- Headhunting +- Asclepian Codices +- Market Forces +- Snuffing Sedition +- Well +- Cerere et Baccho +- The Art of Gift-Giving +- Empyrean Research +- Cult of Epona +- Epona's Hoofbeat +- Artificer Intelligence +- Conservation Ordinance +- Cognoscentic Research +- Fabulae Togatae +- Voluntary Vigilance +- Hospitality +- Hazard Fighters +- Seasoned to Taste +- Shrine Staffing +- Large Loans +- Metropolitan Research +- Warmer Hospitality +- Officialdom +- Hippocratic Corps +- Imperial Parades +- Recruitment Drive +- Concordance Research +- Cult of Minerva +- Cult of Cernunnos +- Cult of Mercury-Lugus +- Latrines +- Lingua Romana +- Marble Roads +- Night Watch +- Villa Novation +- Public Funding +- Aesthetic Aedificator +- Pax Amicitia +- Fenixwrights +- Portitores +- Gubernatorial Research +- Praetorian Pumps +- Cohabitive Collaboration +- Quartermastery +- Quinquiremes +- Right to Repair +- Sanitary Measures +- Sacral Spaces +- Legally Enshrined +- Solutio Ad Hominem +- Funeral Games of Tailteann +- Municipal Research +- Day Watch +- Trireme +- Devotional Research +- Villa Visitation +- Populist Research +- Watchtowers + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/via-tributum/) diff --git a/docs/skills/villa-visit.md b/docs/skills/villa-visit.md new file mode 100644 index 0000000..c04878c --- /dev/null +++ b/docs/skills/villa-visit.md @@ -0,0 +1,98 @@ +# Villa Visitation + +**Entity Type:** Skill + +**German Name:** Villabesuch + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Base Cost | 128,000 Knowledge | + +## Description + +Villa Visitation is a Civic category skill that increases the Prestige provided by Governor Villas. Civic skills offer many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medici, Vigiles, and Custodes. Civic skills make managing your cities significantly easier. + +As a Discovery type skill, it makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it through a research path. Some discoveries require additional conditions to unlock, such as hosting a specific population type in Albion. + +## Effects + +| Effect Type | Target | Value | +|-------------|--------|-------| +| Prestige Bonus | Governor Villa | +200 Prestige | + +## Unlock Requirements + +- **Knowledge Required:** 128,000 Knowledge +- **Research Path:** Must be reached through the Civic skill tree + +## Related Skills + +Other Civic category skills include: +- Aleatoria +- Alliance Treaties +- Headhunting +- Asclepian Codices +- Market Forces +- Snuffing Sedition +- Well +- Cerere et Baccho +- The Art of Gift-Giving +- Empyrean Research +- Cult of Epona +- Epona's Hoofbeat +- Artificer Intelligence +- Conservation Ordinance +- Cognoscentic Research +- Fabulae Togatae +- Voluntary Vigilance +- Hospitality +- Hazard Fighters +- Seasoned to Taste +- Shrine Staffing +- Large Loans +- Metropolitan Research +- Warmer Hospitality +- Officialdom +- Hippocratic Corps +- Imperial Parades +- Recruitment Drive +- Concordance Research +- Cult of Minerva +- Cult of Cernunnos +- Cult of Mercury-Lugus +- Latrines +- Lingua Romana +- Marble Roads +- Night Watch +- Villa Novation +- Public Funding +- Aesthetic Aedificator +- Pax Amicitia +- Fenixwrights +- Portitores +- Gubernatorial Research +- Praetorian Pumps +- Cohabitive Collaboration +- Quartermastery +- Quinquiremes +- Right to Repair +- Sanitary Measures +- Sacral Spaces +- Legally Enshrined +- Solutio Ad Hominem +- Funeral Games of Tailteann +- Municipal Research +- Day Watch +- Trireme +- Devotional Research +- Via Tributum +- Populist Research +- Watchtowers + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/villabesuch/) diff --git a/docs/skills/vino-veritas.md b/docs/skills/vino-veritas.md new file mode 100644 index 0000000..16c3db5 --- /dev/null +++ b/docs/skills/vino-veritas.md @@ -0,0 +1,90 @@ +# Vino Veritas + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economic | +| Type | Discovery | +| Knowledge Cost | 750,000 | + +## Description + +Vino Veritas is an Economic skill that enables grape production on islands that lack natural Grape Fertility. This allows Vineyards to operate anywhere, though at reduced productivity when fertility is not present. + +## Effects + +Grants Effect: **All islands** + +| Stat | Bonus | +|------|-------| +| Grape Fertility | 50% | + +Allows Vineyards to produce even without Grape Fertility, albeit with reduced productivity. + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Economic category: + +- Albionic Research +- Aqua Arborica +- Untapped Soil +- Gobannus-Model Bellows +- Villa Retinue +- Paved Roads +- Better Bellows +- Beaver Bother +- Blind Faith +- Blood of Terra +- Depotism +- Depots +- The Flight of Birds +- Beneath Bedrock +- Deep Depots +- Drainage +- Cyclopedic Research +- Duct Irrigation +- Firmer Foundations +- Fish Markets +- Healthy Competition +- Abyssal Invocation +- Well-Ordered Warehouses +- Pier-to-Pier Trading +- Seaport Specification +- Hurried Horrea +- Raising Sluices +- Honeyed Arbour +- Hushing +- Quays +- Trading Post Improvements +- Warehouse Refinement +- Warehouse Organisation +- Latin Research +- Albionic Loyalists +- Mackerel Hauling +- Metallurgical Research +- Monumental Research +- Wetland Research +- Sewing Circles +- Replanting +- Phlogistic Research +- Albionic Pillars +- Harbourmastery +- Safe Havens +- Harbour Grandmastery +- Reservoirs +- Marsh Services +- Ulex & Agogae +- Water Conservation +- Woodland Rebirth +- Extra Horse Power + +## Source + +- [anno.land - Vino Veritas](https://anno.land/en/anno-117-skills/vino-veritas/) diff --git a/docs/skills/vitruvius-class-crossbeams.md b/docs/skills/vitruvius-class-crossbeams.md new file mode 100644 index 0000000..3e2cc6e --- /dev/null +++ b/docs/skills/vitruvius-class-crossbeams.md @@ -0,0 +1,93 @@ +# Vitruvius-class Crossbeams + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Discovery | +| Knowledge Cost | 180,000 | + +## Description + +Vitruvius-class Crossbeams is a Military skill that improves the stats of all Scorpion engines. Named after the famous Roman architect and engineer Marcus Vitruvius Pollio, this skill enhances the crossbeam construction of scorpion artillery, resulting in improved attack range and firing speed. + +## Effects + +Grants Effect: **Scorpiones** + +| Stat | Bonus | +|------|-------| +| Attack range | +15% | +| Attack speed | +10% | + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Military category: + +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manouvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisinal Castra +- Repair Cranes +- Armousmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +- [anno.land - Vitruvius-class Crossbeams](https://anno.land/en/anno-117-skills/quertraeger-der-vitruvius-art/) diff --git a/docs/skills/voluntary-vigilance.md b/docs/skills/voluntary-vigilance.md new file mode 100644 index 0000000..26fb797 --- /dev/null +++ b/docs/skills/voluntary-vigilance.md @@ -0,0 +1,97 @@ +# Voluntary Vigilance + +**Entity Type:** Skill + +**German Name:** Freiwillige Wachsamkeit + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Knowledge Cost | 8,000 | + +## Description + +Voluntary Vigilance is a Civic category skill that increases the number of fire-fighting brigades patrolling the streets. When researched, it grants an additional patrol to Vigiles buildings. + +Civic skills provide many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medicis, Vigiles, and Custodias. Civic skills greatly facilitate the management of your cities. + +As a Discovery type skill, it makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it through a research path. Some discoveries require additional conditions to unlock, such as hosting a specific population type in Albion. + +## Effects + +| Effect Type | Target | Value | +|-------------|--------|-------| +| Available patrols | Vigiles | +1 | + +## Unlock Requirements + +- **Knowledge Required:** 8,000 +- **Research Path:** Must be reached through the Civic skill tree + +## Related Skills + +Other Civic category skills include: +- Aleatoria +- Alliance Treaties +- Asclepian Codices +- Cerere et Baccho +- Cognoscentic Research +- Cohabitive Collaboration +- Concordance Research +- Conservation Ordinance +- Cult of Cernunnos +- Cult of Epona +- Cult of Mercury-Lugus +- Cult of Minerva +- Day Watch +- Devotional Research +- Empyrean Research +- Epona's Hoofbeat +- Fabulae Togatae +- Fenixwrights +- Funeral Games of Tailteann +- Gubernatorial Research +- Hazard Fighters +- Headhunting +- Hippocratic Corps +- Hospitality +- Imperial Parades +- Large Loans +- Latrines +- Legally Enshrined +- Lingua Romana +- Marble Roads +- Market Forces +- Metropolitan Research +- Municipal Research +- Night Watch +- Officialdom +- Pax Amicitia +- Portitores +- Praetorian Pumps +- Public Funding +- Quartermastery +- Quinquiremes +- Recruitment Drive +- Right to Repair +- Sacral Spaces +- Sanitary Measures +- Seasoned to Taste +- Shrine Staffing +- Snuffing Sedition +- Solutio Ad Hominem +- The Art of Gift-Giving +- Trireme +- Via Tributum +- Villa Novation +- Villa Visitation +- Warmer Hospitality +- Watchtowers +- Well + +## Source + +- [anno.land - Voluntary Vigilance](https://anno.land/en/anno-117-skills/freiwillige-wachsamkeit/) diff --git a/docs/skills/warehouse-improvement.md b/docs/skills/warehouse-improvement.md new file mode 100644 index 0000000..e06a453 --- /dev/null +++ b/docs/skills/warehouse-improvement.md @@ -0,0 +1,92 @@ +# Warehouse Refinement + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economy | +| Type | Discovery | +| Knowledge Cost | 750,000 | + +## Description + +Warehouse Refinement is an Economy skill that unlocks the ability to upgrade Warehouses to the next tier. When unlocked, upgrading your Warehouses adds more loading ramps to avoid congestion, improving the flow of goods throughout your settlements. + +Economy skills primarily improve production by enhancing production buildings, increasing the number of workers available, or unlocking completely new mechanics. + +## Effects + +Grants Unlock: **Warehouse Upgrade** + +| Scope | Effect | Value | +|-------|--------|-------| +| Warehouses | Upgrade Available | Adds loading ramps | + +Upgrading your Warehouses to the next tier adds more loading ramps to avoid congestion. + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Economy category: + +- Albionic Research +- Aqua Arborica +- Untapped Soil +- Gobannus-Model Bellows +- Villa Retinue +- Paved Roads +- Better Bellows +- Beaver Bother +- Blind Faith +- Blood of Terra +- Depotism +- Depots +- The Flight of Birds +- Beneath Bedrock +- Deep Depots +- Drainage +- Cyclopedic Research +- Duct Irrigation +- Firmer Foundations +- Fish Markets +- Healthy Competition +- Abyssal Invocation +- Well-Ordered Warehouses +- Pier-to-Pier Trading +- Seaport Specification +- Hurried Horrea +- Raising Sluices +- Honeyed Arbour +- Hushing +- Quays +- Trading Post Improvements +- Warehouse Organisation +- Latin Research +- Albionic Loyalists +- Mackerel Hauling +- Metallurgical Research +- Monumental Research +- Wetland Research +- Sewing Circles +- Replanting +- Phlogistic Research +- Albionic Pillars +- Harbourmastery +- Safe Havens +- Harbour Grandmastery +- Reservoirs +- Marsh Services +- Ulex & Agogae +- Vino Veritas +- Water Conservation +- Woodland Rebirth +- Extra Horse Power + +## Source + +- [anno.land - Warehouse Refinement](https://anno.land/en/anno-117-skills/lagerhausverbesserung/) diff --git a/docs/skills/warehouse-organisation.md b/docs/skills/warehouse-organisation.md new file mode 100644 index 0000000..8295da8 --- /dev/null +++ b/docs/skills/warehouse-organisation.md @@ -0,0 +1,89 @@ +# Warehouse Organisation + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economy | +| Type | Discovery | +| Knowledge Cost | 4,800 | + +## Description + +Warehouse Organisation is an Economy skill that unlocks an upgrade for your Warehouses. Economy skills primarily improve your production by enhancing production buildings, increasing your workforce, or unlocking entirely new mechanics. + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Effects + +**Unlocks: Warehouse Upgrade** + +Upgrading your Warehouses to the next tier adds more loading ramps to avoid congestion. + +## Unlock Requirements + +- **Knowledge Required:** 4,800 +- **Skill Type:** Discovery (must be reached via research path) + +## Related Skills + +Other skills in the Economy category: + +- Albionic Research +- Aqua Arborica +- Untapped Soil +- Gobannus-Model Bellows +- Villa Retinue +- Paved Roads +- Better Bellows +- Beaver Bother +- Blind Faith +- Blood of Terra +- Depotism +- Depots +- The Flight of Birds +- Beneath Bedrock +- Deep Depots +- Drainage +- Cyclopedic Research +- Duct Irrigation +- Firmer Foundations +- Fish Markets +- Healthy Competition +- Abyssal Invocation +- Well-Ordered Warehouses +- Pier-to-Pier Trading +- Seaport Specification +- Hurried Horrea +- Raising Sluices +- Honeyed Arbour +- Hushing +- Quays +- Trading Post Improvements +- Warehouse Refinement +- Latin Research +- Albionic Loyalists +- Mackerel Hauling +- Metallurgical Research +- Monumental Research +- Wetland Research +- Sewing Circles +- Replanting +- Phlogistic Research +- Albionic Pillars +- Harbourmastery +- Safe Havens +- Harbour Grandmastery +- Reservoirs +- Marsh Services +- Ulex & Agogae +- Vino Veritas +- Water Conservation +- Woodland Rebirth +- Extra Horse Power + +## Source + +- [anno.land - Warehouse Organisation](https://anno.land/en/anno-117-skills/lagerhausverwaltung/) diff --git a/docs/skills/warmer-hospitality.md b/docs/skills/warmer-hospitality.md new file mode 100644 index 0000000..9117940 --- /dev/null +++ b/docs/skills/warmer-hospitality.md @@ -0,0 +1,104 @@ +# Warmer Hospitality + +**Entity Type:** Skill + +**German Name:** Herzlichere Gastfreundschaft + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Knowledge Cost | 360,000 | + +## Description + +Warmer Hospitality is a Civic skill that expands your administrative capabilities by granting an additional Officium building permit. The Officium is a specialist building that accommodates Specialists in your cities, providing valuable bonuses and enhancements. + +Civic skills offer many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medici, Vigiles, and Custodia services. Civic skills make managing your cities significantly easier. + +As a Discovery type skill, it makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it through a research path. Some discoveries require additional conditions to unlock, such as hosting a specific population type in Albion. + +## Effects + +| Effect | Description | +|--------|-------------| +| Officium Permit | +1 | +| Unlocks | Allows you to build one more Officium on your islands | + +## Unlock Requirements + +- **Knowledge Required:** 360,000 Knowledge +- **Research Path:** Must be reached through the Civic skill tree + +## Related Skills + +Other Civic category skills in the Hospitality skill line: +- Hospitality - The base skill that unlocks the Officia building and grants the first Officium Permit (11,800 Knowledge) +- Generous Hospitality (Grosszuegige Gastfreundschaft) - Another skill in the hospitality line + +Other Civic category skills include: +- Aleatoria +- Alliance Treaties +- Headhunting +- Asclepian Codices +- Market Forces +- Snuffing Sedition +- Well +- Cerere et Baccho +- The Art of Gift-Giving +- Empyrean Research +- Cult of Epona +- Epona's Hoofbeat +- Artificer Intelligence +- Conservation Ordinance +- Cognoscentic Research +- Fabulae Togatae +- Voluntary Vigilance +- Hazard Fighters +- Seasoned to Taste +- Shrine Staffing +- Large Loans +- Metropolitan Research +- Officialdom +- Hippocratic Corps +- Imperial Parades +- Recruitment Drive +- Concordance Research +- Cult of Minerva +- Cult of Cernunnos +- Cult of Mercury-Lugus +- Latrines +- Lingua Romana +- Marble Roads +- Night Watch +- Villa Novation +- Public Funding +- Aesthetic Aedificator +- Pax Amicitia +- Fenixwrights +- Portitores +- Gubernatorial Research +- Praetorian Pumps +- Cohabitive Collaboration +- Quartermastery +- Quinquiremes +- Right to Repair +- Sanitary Measures +- Sacral Spaces +- Legally Enshrined +- Solutio Ad Hominem +- Funeral Games of Tailteann +- Municipal Research +- Day Watch +- Trireme +- Devotional Research +- Via Tributum +- Villa Visitation +- Populist Research +- Watchtowers + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/herzlichere-gastfreundschaft/) diff --git a/docs/skills/watchtowers.md b/docs/skills/watchtowers.md new file mode 100644 index 0000000..b014619 --- /dev/null +++ b/docs/skills/watchtowers.md @@ -0,0 +1,98 @@ +# Watchtowers + +**Entity Type:** Skill + +**German Name:** Wachtuerme + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Knowledge Cost | 8,000 | + +## Description + +Watchtowers is a Civic category skill that unlocks the Watchtowers amenity building. When constructed, Watchtowers increase Happiness for nearby buildings. + +Civic skills provide many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medicis, Vigiles, and Custodias. Civic skills greatly facilitate the management of your cities. + +As a Discovery type skill, it makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it through a research path. Some discoveries require additional conditions to unlock, such as hosting a specific population type in Albion. + +## Effects + +| Effect Type | Target | Value | +|-------------|--------|-------| +| Unlocks Amenity | Watchtowers | - | +| Happiness | Nearby buildings | Increased | + +## Unlock Requirements + +- **Knowledge Required:** 8,000 +- **Research Path:** Must be reached through the Civic skill tree + +## Related Skills + +Other Civic category skills include: +- Aleatoria +- Alliance Treaties +- Asclepian Codices +- Cerere et Baccho +- Cognoscentic Research +- Cohabitive Collaboration +- Concordance Research +- Conservation Ordinance +- Cult of Cernunnos +- Cult of Epona +- Cult of Mercury-Lugus +- Cult of Minerva +- Day Watch +- Devotional Research +- Empyrean Research +- Epona's Hoofbeat +- Fabulae Togatae +- Fenixwrights +- Funeral Games of Tailteann +- Gubernatorial Research +- Hazard Fighters +- Headhunting +- Hippocratic Corps +- Hospitality +- Imperial Parades +- Large Loans +- Latrines +- Legally Enshrined +- Lingua Romana +- Marble Roads +- Market Forces +- Metropolitan Research +- Municipal Research +- Night Watch +- Officialdom +- Pax Amicitia +- Portitores +- Praetorian Pumps +- Public Funding +- Quartermastery +- Quinquiremes +- Recruitment Drive +- Right to Repair +- Sacral Spaces +- Sanitary Measures +- Seasoned to Taste +- Shrine Staffing +- Snuffing Sedition +- Solutio Ad Hominem +- The Art of Gift-Giving +- Trireme +- Via Tributum +- Villa Novation +- Villa Visitation +- Voluntary Vigilance +- Warmer Hospitality +- Well + +## Source + +- [anno.land - Watchtowers](https://anno.land/en/anno-117-skills/wachtuerme/) diff --git a/docs/skills/water-conservation.md b/docs/skills/water-conservation.md new file mode 100644 index 0000000..df6cd79 --- /dev/null +++ b/docs/skills/water-conservation.md @@ -0,0 +1,90 @@ +# Water Conservation + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economy | +| Type | Discovery | +| Knowledge Cost | 92,000 | + +## Description + +Water Conservation is an Economy skill that reduces water consumption for production buildings. Buildings that use water will need less water to function, improving resource efficiency across your production chains. + +## Effects + +Grants Effect: **Water-improved Production Buildings** + +| Scope | Effect | Value | +|-------|--------|-------| +| Water-improved Production Buildings | Water consumption | -20% | + +Buildings that use water need less of it to function. + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Economy category: + +- Albionic Research +- Aqua Arborica +- Untapped Soil +- Gobannus-Model Bellows +- Villa Retinue +- Paved Roads +- Better Bellows +- Beaver Bother +- Blind Faith +- Blood of Terra +- Depotism +- Depots +- The Flight of Birds +- Beneath Bedrock +- Deep Depots +- Drainage +- Cyclopedic Research +- Duct Irrigation +- Firmer Foundations +- Fish Markets +- Healthy Competition +- Abyssal Invocation +- Well-Ordered Warehouses +- Pier-to-Pier Trading +- Seaport Specification +- Hurried Horrea +- Raising Sluices +- Honeyed Arbour +- Hushing +- Quays +- Trading Post Improvements +- Warehouse Refinement +- Warehouse Organisation +- Latin Research +- Albionic Loyalists +- Mackerel Hauling +- Metallurgical Research +- Monumental Research +- Wetland Research +- Sewing Circles +- Replanting +- Phlogistic Research +- Albionic Pillars +- Harbourmastery +- Safe Havens +- Harbour Grandmastery +- Reservoirs +- Marsh Services +- Ulex & Agogae +- Vino Veritas +- Woodland Rebirth +- Extra Horse Power + +## Source + +- [anno.land - Water Conservation](https://anno.land/en/anno-117-skills/wassereinsparung/) diff --git a/docs/skills/well-sorted-warehouses.md b/docs/skills/well-sorted-warehouses.md new file mode 100644 index 0000000..a7d9876 --- /dev/null +++ b/docs/skills/well-sorted-warehouses.md @@ -0,0 +1,92 @@ +# Well-Ordered Warehouses + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economy | +| Type | Discovery | +| Knowledge Cost | 750,000 | + +## Description + +Well-Ordered Warehouses is an Economy skill that significantly reduces the construction costs of Warehouses. When unlocked, all Warehouses can be built at half price, making it easier to expand your logistics network across settlements. + +Economy skills primarily improve production by enhancing production buildings, increasing the number of workers available, or unlocking completely new mechanics. + +## Effects + +Grants Effect: **Warehouse Discount** + +| Scope | Effect | Value | +|-------|--------|-------| +| All Warehouses | Construction Costs | -50% | + +Halves the construction costs for all Warehouses. + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Economy category: + +- Albionic Research +- Aqua Arborica +- Untapped Soil +- Gobannus-Model Bellows +- Villa Retinue +- Paved Roads +- Better Bellows +- Beaver Bother +- Blind Faith +- Blood of Terra +- Depotism +- Depots +- The Flight of Birds +- Beneath Bedrock +- Deep Depots +- Drainage +- Cyclopedic Research +- Duct Irrigation +- Firmer Foundations +- Fish Markets +- Healthy Competition +- Abyssal Invocation +- Hurried Horrea +- Pier-to-Pier Trading +- Seaport Specification +- Raising Sluices +- Honeyed Arbour +- Hushing +- Quays +- Trading Post Improvements +- Warehouse Refinement +- Warehouse Organisation +- Latin Research +- Albionic Loyalists +- Mackerel Hauling +- Metallurgical Research +- Monumental Research +- Wetland Research +- Sewing Circles +- Replanting +- Phlogistic Research +- Albionic Pillars +- Harbourmastery +- Safe Havens +- Harbour Grandmastery +- Reservoirs +- Marsh Services +- Ulex & Agogae +- Vino Veritas +- Water Conservation +- Woodland Rebirth +- Extra Horse Power + +## Source + +- [anno.land - Well-Ordered Warehouses](https://anno.land/en/anno-117-skills/gut-sortierte-lagerhaeuser/) diff --git a/docs/skills/wells.md b/docs/skills/wells.md new file mode 100644 index 0000000..efda00f --- /dev/null +++ b/docs/skills/wells.md @@ -0,0 +1,96 @@ +# Well + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Civic | +| Type | Discovery | +| Knowledge Cost | 8,000 | + +## Description + +Well is a Civic skill that unlocks the Well amenity building. When constructed, Wells increase Fire Safety in nearby areas, helping to protect buildings from fire hazards. + +Civic skills offer many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medici, Vigiles, and Custodes. Civic skills make managing your cities significantly easier. + +## Effects + +Unlocks Amenity: **Well** + +| Scope | Effect | +|-------|--------| +| Nearby buildings | Increases Fire Safety | + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Civic category: + +- Aleatoria +- Alliance Treaties +- Asclepian Codices +- Cerere et Baccho +- Cohabitive Collaboration +- Cognoscentic Research +- Concordance Research +- Conservation Ordinance +- Cult of Cernunnos +- Cult of Epona +- Cult of Mercury-Lugus +- Cult of Minerva +- Day Watch +- Devotional Research +- Empyrean Research +- Epona's Hoofbeat +- Fabulae Togatae +- Fenixwrights +- Funeral Games of Tailteann +- Gubernatorial Research +- Hazard Fighters +- Headhunting +- Hippocratic Corps +- Hospitality +- Imperial Parades +- Large Loans +- Latrines +- Legally Enshrined +- Lingua Romana +- Marble Roads +- Market Forces +- Metropolitan Research +- Municipal Research +- Night Watch +- Officialdom +- Pax Amicitia +- Populist Research +- Portitores +- Praetorian Pumps +- Public Funding +- Quartermastery +- Quinquiremes +- Recruitment Drive +- Right to Repair +- Sacral Spaces +- Sanitary Measures +- Seasoned to Taste +- Shrine Staffing +- Snuffing Sedition +- Solutio Ad Hominem +- The Art of Gift-Giving +- Trireme +- Via Tributum +- Villa Novation +- Villa Visitation +- Voluntary Vigilance +- Warmer Hospitality +- Watchtowers + +## Source + +- [anno.land - Well](https://anno.land/en/anno-117-skills/brunnen/) diff --git a/docs/skills/wetland-research.md b/docs/skills/wetland-research.md new file mode 100644 index 0000000..9a17765 --- /dev/null +++ b/docs/skills/wetland-research.md @@ -0,0 +1,88 @@ +# Wetland Research + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economic | +| Type | Inspiration | +| Knowledge Cost | 1,602 | + +## Description + +Wetland Research is an Economic skill that belongs to the Inspiration type. Inspiration skills are placed deeper in the research tree and must be unlocked by meeting specific conditions. Each Inspiration node has two requirements: a certain amount of generated Knowledge and an additional prerequisite (such as building a specific structure or completing a task). + +## Unlock Requirements + +To unlock Wetland Research, you must: + +1. Generate at least **1,602 Knowledge** +2. Drain **7,500 tiles of Marshland** + +Once unlocked, this node can serve as a starting point for further research in the Economic branch. + +## Effects + +Unlocks further research paths related to marshland drainage and wetland management. + +## Related Skills + +Other skills in the Economic category: + +- Albionic Research +- Aqua Arborica +- Untapped Soil +- Gobannus-Model Bellows +- Villa Retinue +- Paved Roads +- Better Bellows +- Beaver Bother +- Blind Faith +- Blood of Terra +- Depotism +- Depots +- The Flight of Birds +- Beneath Bedrock +- Deep Depots +- Drainage +- Cyclopedic Research +- Duct Irrigation +- Firmer Foundations +- Fish Markets +- Abyssal Invocation +- Well-Ordered Warehouses +- Pier-to-Pier Trading +- Seaport Specification +- Hurried Horrea +- Raising Sluices +- Honeyed Arbour +- Hushing +- Quays +- Trading Post Improvements +- Warehouse Refinement +- Warehouse Organisation +- Latin Research +- Albionic Loyalists +- Mackerel Hauling +- Metallurgical Research +- Monumental Research +- Sewing Circles +- Replanting +- Phlogistic Research +- Albionic Pillars +- Harbourmastery +- Safe Havens +- Harbour Grandmastery +- Reservoirs +- Marsh Services +- Ulex & Agogae +- Vino Veritas +- Water Conservation +- Woodland Rebirth +- Extra Horse Power + +## Source + +- [anno.land - Wetland Research](https://anno.land/en/anno-117-skills/moorland-forschung/) diff --git a/docs/skills/woodland-rebirth.md b/docs/skills/woodland-rebirth.md new file mode 100644 index 0000000..77c1457 --- /dev/null +++ b/docs/skills/woodland-rebirth.md @@ -0,0 +1,88 @@ +# Woodland Rebirth + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Economic | +| Type | Discovery | +| Knowledge Cost | 18,000 | + +## Description + +Woodland Rebirth is an Economic skill that allows Woodcutters to plant trees on meadows instead of requiring a forest. This unlocks new flexibility for timber production by enabling Woodcutter buildings to operate on meadow terrain. + +## Effects + +Grants Effect: **Woodcutters** + +| Effect | Description | +|--------|-------------| +| Can use meadows | Woodcutters can plant trees on meadows, rather than requiring a forest | + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Economic category: + +- Albionic Research +- Aqua Arborica +- Untapped Soil +- Gobannus-Model Bellows +- Villa Retinue +- Paved Roads +- Better Bellows +- Beaver Bother +- Blind Faith +- Blood of Terra +- Depotism +- Depots +- The Flight of Birds +- Beneath Bedrock +- Deep Depots +- Drainage +- Cyclopedic Research +- Duct Irrigation +- Firmer Foundations +- Fish Markets +- Healthy Competition +- Abyssal Invocation +- Well-Ordered Warehouses +- Pier-to-Pier Trading +- Seaport Specification +- Hurried Horrea +- Raising Sluices +- Honeyed Arbour +- Hushing +- Quays +- Trading Post Improvements +- Warehouse Refinement +- Warehouse Organisation +- Latin Research +- Albionic Loyalists +- Mackerel Hauling +- Metallurgical Research +- Monumental Research +- Wetland Research +- Sewing Circles +- Replanting +- Phlogistic Research +- Albionic Pillars +- Harbourmastery +- Safe Havens +- Harbour Grandmastery +- Reservoirs +- Marsh Services +- Ulex & Agogae +- Vino Veritas +- Water Conservation +- Extra Horse Power + +## Source + +- [anno.land - Woodland Rebirth](https://anno.land/en/anno-117-skills/wiedergeburt-des-waldes/) diff --git a/processed.md b/processed.md index ba52911..6f1da6c 100644 --- a/processed.md +++ b/processed.md @@ -407,197 +407,197 @@ When Claude processes a JSON file and adds its data to docs.md, mark it here. - [x] en_anno-117-skills_turmnaehe.json - [x] en_anno-117-skills_kaiserliche-masse.json - [x] en_anno-117-skills_herrschaftsforschung-2.json -- [ ] en_anno-117-skills_schiffsbauerstudien.json -- [ ] en_anno-117-skills_vorsichtige-begruessung.json -- [ ] en_anno-117-skills_gepanzerte-ruempfe.json -- [ ] en_anno-117-skills_schiffsskorpione.json -- [ ] en_anno-117-skills_wenden.json -- [ ] en_anno-117-skills_praetorianer.json -- [ ] en_anno-117-skills_beschaeftigung-im-castrum.json -- [ ] en_anno-117-skills_ordnungsforschung.json -- [ ] en_anno-117-skills_preiswerte-palisaden.json -- [ ] en_anno-117-skills_pro-domo.json -- [ ] en_anno-117-skills_pfeilhagel.json -- [ ] en_anno-117-skills_kataphrakte.json -- [ ] en_anno-117-skills_manipel-manoever.json -- [ ] en_anno-117-skills_aux-in-aux-out.json -- [ ] en_anno-117-skills_quertraeger-der-vitruvius-art.json -- [ ] en_anno-117-skills_aegis-forschung.json -- [ ] en_anno-117-skills_seefahrtforschung.json -- [ ] en_anno-117-skills_effizienter-reparaturkran.json -- [ ] en_anno-117-skills_befestigte-kontore.json -- [ ] en_anno-117-skills_schwimmendes-katapult.json -- [ ] en_anno-117-skills_tuatha-de-danann.json -- [ ] en_anno-117-skills_streitwagen.json -- [ ] en_anno-117-skills_manor-invictus.json -- [ ] en_anno-117-skills_herrschaftsforschung.json -- [ ] en_anno-117-skills_legatforschung.json -- [ ] en_anno-117-skills_skorpione.json -- [ ] en_anno-117-skills_balearische-ballistik.json -- [ ] en_anno-117-skills_parabelflug.json -- [ ] en_anno-117-skills_deckungspositionen.json -- [ ] en_anno-117-skills_steinmauern.json -- [ ] en_anno-117-skills_valetudinarium.json -- [ ] en_anno-117-skills_turm-ballisten.json -- [ ] en_anno-117-skills_zieluebung.json -- [ ] en_anno-117-skills_parmae.json -- [ ] en_anno-117-skills_legionaere.json -- [ ] en_anno-117-skills_legionaersforschung.json -- [ ] en_anno-117-skills_koordinierte-salven.json -- [ ] en_anno-117-skills_gestampfte-erde.json -- [ ] en_anno-117-skills_provisorische-castra.json -- [ ] en_anno-117-skills_ruestungsschmieden.json -- [ ] en_anno-117-skills_steinschleuderer.json -- [ ] en_anno-117-skills_reparaturkraene.json -- [ ] en_anno-117-skills_schuetzende-entourage.json -- [ ] en_anno-117-skills_carpe-civitas.json -- [ ] en_anno-117-skills_axttraeger.json -- [ ] en_anno-117-skills_nautische-forschung.json -- [ ] en_anno-117-skills_goettliche-schreine.json -- [ ] en_anno-117-skills_pax-amicitia.json -- [ ] en_anno-117-skills_via-tributum.json -- [ ] en_anno-117-skills_produktives-zusammenleben.json -- [ ] en_anno-117-skills_kluge-koepfe.json -- [ ] en_anno-117-skills_anwerbung.json -- [ ] en_anno-117-skills_erhaltungsverordnung.json -- [ ] en_anno-117-skills_offenes-haus.json -- [ ] en_anno-117-skills_oeffentliche-finanzierung.json -- [ ] en_anno-117-skills_phoenix-aus-der-asche.json -- [ ] en_anno-117-skills_solutio-ad-hominem.json -- [ ] en_anno-117-skills_empyreische-forschung.json -- [ ] en_anno-117-skills_cerere-et-baccho.json -- [ ] en_anno-117-skills_grossstaedtische-forschung.json -- [ ] en_anno-117-skills_gewuerzt-nach-geschmack.json -- [ ] en_anno-117-skills_asklepios-kodizes.json -- [ ] en_anno-117-skills_aleatoria.json -- [ ] en_anno-117-skills_schrein-des-volkes.json -- [ ] en_anno-117-skills_eponas-hufschlag.json -- [ ] en_anno-117-skills_recht-auf-reparatur.json -- [ ] en_anno-117-skills_aufruhr-im-keim-ersticken.json -- [ ] en_anno-117-skills_fabulae-togatae.json -- [ ] en_anno-117-skills_epona-kult.json -- [ ] en_anno-117-skills_praetorianische-pumpen.json -- [ ] en_anno-117-skills_praetoriale-forschung.json -- [ ] en_anno-117-skills_herzlichere-gastfreundschaft.json -- [ ] en_anno-117-skills_quinquereme.json -- [ ] en_anno-117-skills_allianzvertraege.json -- [ ] en_anno-117-skills_marmorstrassen.json -- [ ] en_anno-117-skills_expertenforschung.json -- [ ] en_anno-117-skills_ort-der-kuenste.json -- [ ] en_anno-117-skills_volksnahe-forschung.json -- [ ] en_anno-117-skills_lingua-romana.json -- [ ] en_anno-117-skills_tagwache.json -- [ ] en_anno-117-skills_hippokratisches-korps.json -- [ ] en_anno-117-skills_schreine-schreinern-erlaubt.json -- [ ] en_anno-117-skills_die-kunst-des-schenkens.json -- [ ] en_anno-117-skills_kult-des-merkur-lugus.json -- [ ] en_anno-117-skills_villabesuch.json -- [ ] en_anno-117-skills_sanitaere-massnahmen.json -- [ ] en_anno-117-skills_konkordanzforschung.json -- [ ] en_anno-117-skills_gefahrenbekaempfung.json -- [ ] en_anno-117-skills_grosse-darlehen.json -- [ ] en_anno-117-skills_spiele-von-tailteann.json -- [ ] en_anno-117-skills_kult-des-cernunnos.json -- [ ] en_anno-117-skills_grosszuegige-gastfreundschaft.json -- [ ] en_anno-117-skills_trireme.json -- [ ] en_anno-117-skills_verehrungsforschung.json -- [ ] en_anno-117-skills_latrinen.json -- [ ] en_anno-117-skills_staedtische-forschung.json -- [ ] en_anno-117-skills_portitores.json -- [ ] en_anno-117-skills_gastfreundschaft.json -- [ ] en_anno-117-skills_erfindergeist.json -- [ ] en_anno-117-skills_kult-der-minerva.json -- [ ] en_anno-117-skills_imperiale-paraden.json -- [ ] en_anno-117-skills_wachtuerme.json -- [ ] en_anno-117-skills_brunnen.json -- [ ] en_anno-117-skills_nachtwache.json +- [x] en_anno-117-skills_schiffsbauerstudien.json +- [x] en_anno-117-skills_vorsichtige-begruessung.json +- [x] en_anno-117-skills_gepanzerte-ruempfe.json +- [x] en_anno-117-skills_schiffsskorpione.json +- [x] en_anno-117-skills_wenden.json +- [x] en_anno-117-skills_praetorianer.json +- [x] en_anno-117-skills_beschaeftigung-im-castrum.json +- [x] en_anno-117-skills_ordnungsforschung.json +- [x] en_anno-117-skills_preiswerte-palisaden.json +- [x] en_anno-117-skills_pro-domo.json +- [x] en_anno-117-skills_pfeilhagel.json +- [x] en_anno-117-skills_kataphrakte.json +- [x] en_anno-117-skills_manipel-manoever.json +- [x] en_anno-117-skills_aux-in-aux-out.json +- [x] en_anno-117-skills_quertraeger-der-vitruvius-art.json +- [x] en_anno-117-skills_aegis-forschung.json +- [x] en_anno-117-skills_seefahrtforschung.json +- [x] en_anno-117-skills_effizienter-reparaturkran.json +- [x] en_anno-117-skills_befestigte-kontore.json +- [x] en_anno-117-skills_schwimmendes-katapult.json +- [x] en_anno-117-skills_tuatha-de-danann.json +- [x] en_anno-117-skills_streitwagen.json +- [x] en_anno-117-skills_manor-invictus.json +- [x] en_anno-117-skills_herrschaftsforschung.json +- [x] en_anno-117-skills_legatforschung.json +- [x] en_anno-117-skills_skorpione.json +- [x] en_anno-117-skills_balearische-ballistik.json +- [x] en_anno-117-skills_parabelflug.json +- [x] en_anno-117-skills_deckungspositionen.json +- [x] en_anno-117-skills_steinmauern.json +- [x] en_anno-117-skills_valetudinarium.json +- [x] en_anno-117-skills_turm-ballisten.json +- [x] en_anno-117-skills_zieluebung.json +- [x] en_anno-117-skills_parmae.json +- [x] en_anno-117-skills_legionaere.json +- [x] en_anno-117-skills_legionaersforschung.json +- [x] en_anno-117-skills_koordinierte-salven.json +- [x] en_anno-117-skills_gestampfte-erde.json +- [x] en_anno-117-skills_provisorische-castra.json +- [x] en_anno-117-skills_ruestungsschmieden.json +- [x] en_anno-117-skills_steinschleuderer.json +- [x] en_anno-117-skills_reparaturkraene.json +- [x] en_anno-117-skills_schuetzende-entourage.json +- [x] en_anno-117-skills_carpe-civitas.json +- [x] en_anno-117-skills_axttraeger.json +- [x] en_anno-117-skills_nautische-forschung.json +- [x] en_anno-117-skills_goettliche-schreine.json +- [x] en_anno-117-skills_pax-amicitia.json +- [x] en_anno-117-skills_via-tributum.json +- [x] en_anno-117-skills_produktives-zusammenleben.json +- [x] en_anno-117-skills_kluge-koepfe.json +- [x] en_anno-117-skills_anwerbung.json +- [x] en_anno-117-skills_erhaltungsverordnung.json +- [x] en_anno-117-skills_offenes-haus.json +- [x] en_anno-117-skills_oeffentliche-finanzierung.json +- [x] en_anno-117-skills_phoenix-aus-der-asche.json +- [x] en_anno-117-skills_solutio-ad-hominem.json +- [x] en_anno-117-skills_empyreische-forschung.json +- [x] en_anno-117-skills_cerere-et-baccho.json +- [x] en_anno-117-skills_grossstaedtische-forschung.json +- [x] en_anno-117-skills_gewuerzt-nach-geschmack.json +- [x] en_anno-117-skills_asklepios-kodizes.json +- [x] en_anno-117-skills_aleatoria.json +- [x] en_anno-117-skills_schrein-des-volkes.json +- [x] en_anno-117-skills_eponas-hufschlag.json +- [x] en_anno-117-skills_recht-auf-reparatur.json +- [x] en_anno-117-skills_aufruhr-im-keim-ersticken.json +- [x] en_anno-117-skills_fabulae-togatae.json +- [x] en_anno-117-skills_epona-kult.json +- [x] en_anno-117-skills_praetorianische-pumpen.json +- [x] en_anno-117-skills_praetoriale-forschung.json +- [x] en_anno-117-skills_herzlichere-gastfreundschaft.json +- [x] en_anno-117-skills_quinquereme.json +- [x] en_anno-117-skills_allianzvertraege.json +- [x] en_anno-117-skills_marmorstrassen.json +- [x] en_anno-117-skills_expertenforschung.json +- [x] en_anno-117-skills_ort-der-kuenste.json +- [x] en_anno-117-skills_volksnahe-forschung.json +- [x] en_anno-117-skills_lingua-romana.json +- [x] en_anno-117-skills_tagwache.json +- [x] en_anno-117-skills_hippokratisches-korps.json +- [x] en_anno-117-skills_schreine-schreinern-erlaubt.json +- [x] en_anno-117-skills_die-kunst-des-schenkens.json +- [x] en_anno-117-skills_kult-des-merkur-lugus.json +- [x] en_anno-117-skills_villabesuch.json +- [x] en_anno-117-skills_sanitaere-massnahmen.json +- [x] en_anno-117-skills_konkordanzforschung.json +- [x] en_anno-117-skills_gefahrenbekaempfung.json +- [x] en_anno-117-skills_grosse-darlehen.json +- [x] en_anno-117-skills_spiele-von-tailteann.json +- [x] en_anno-117-skills_kult-des-cernunnos.json +- [x] en_anno-117-skills_grosszuegige-gastfreundschaft.json +- [x] en_anno-117-skills_trireme.json +- [x] en_anno-117-skills_verehrungsforschung.json +- [x] en_anno-117-skills_latrinen.json +- [x] en_anno-117-skills_staedtische-forschung.json +- [x] en_anno-117-skills_portitores.json +- [x] en_anno-117-skills_gastfreundschaft.json +- [x] en_anno-117-skills_erfindergeist.json +- [x] en_anno-117-skills_kult-der-minerva.json +- [x] en_anno-117-skills_imperiale-paraden.json +- [x] en_anno-117-skills_wachtuerme.json +- [x] en_anno-117-skills_brunnen.json +- [x] en_anno-117-skills_nachtwache.json - [ ] en_anno-117-skills_freiwillige-wachsamkeit.json -- [ ] en_anno-117-skills_attraktive-maerkte.json -- [ ] en_anno-117-skills_quartiermeisterei.json -- [ ] en_anno-117-skills_gesunder-wettbewerb.json -- [ ] en_anno-117-skills_baelge-des-gobannus.json -- [ ] en_anno-117-skills_der-flug-der-voegel.json -- [ ] en_anno-117-skills_zusaetzliche-pferdestaerken.json -- [ ] en_anno-117-skills_ulex-agogae.json -- [ ] en_anno-117-skills_monumentale-forschung.json -- [ ] en_anno-117-skills_blinder-gehorsam.json -- [ ] en_anno-117-skills_hastige-horrea.json -- [ ] en_anno-117-skills_wassereinsparung.json -- [ ] en_anno-117-skills_aufforstung.json -- [ ] en_anno-117-skills_feldbewaesserung.json -- [ ] en_anno-117-skills_makrelenfang.json -- [ ] en_anno-117-skills_bedienstete.json -- [ ] en_anno-117-skills_seehafen-latiums.json -- [ ] en_anno-117-skills_lateinische-forschung.json -- [ ] en_anno-117-skills_die-tiefen-des-lagers.json -- [ ] en_anno-117-skills_gut-sortierte-lagerhaeuser.json +- [x] en_anno-117-skills_attraktive-maerkte.json +- [x] en_anno-117-skills_quartiermeisterei.json +- [x] en_anno-117-skills_gesunder-wettbewerb.json +- [x] en_anno-117-skills_baelge-des-gobannus.json +- [x] en_anno-117-skills_der-flug-der-voegel.json +- [x] en_anno-117-skills_zusaetzliche-pferdestaerken.json +- [x] en_anno-117-skills_ulex-agogae.json +- [x] en_anno-117-skills_monumentale-forschung.json +- [x] en_anno-117-skills_blinder-gehorsam.json +- [x] en_anno-117-skills_hastige-horrea.json +- [x] en_anno-117-skills_wassereinsparung.json +- [x] en_anno-117-skills_aufforstung.json +- [x] en_anno-117-skills_feldbewaesserung.json +- [x] en_anno-117-skills_makrelenfang.json +- [x] en_anno-117-skills_bedienstete.json +- [x] en_anno-117-skills_seehafen-latiums.json +- [x] en_anno-117-skills_lateinische-forschung.json +- [x] en_anno-117-skills_die-tiefen-des-lagers.json +- [x] en_anno-117-skills_gut-sortierte-lagerhaeuser.json - [ ] en_anno-117-skills_handelshafen.json -- [ ] en_anno-117-skills_grosse-seehafenstadt.json -- [ ] en_anno-117-skills_honigsuesser-flug.json -- [ ] en_anno-117-skills_enzyklopaedische-forschung.json -- [ ] en_anno-117-skills_lagerhausverbesserung.json -- [ ] en_anno-117-skills_seehafenstadt.json -- [ ] en_anno-117-skills_kontoroptimierung.json -- [ ] en_anno-117-skills_depotismus.json -- [ ] en_anno-117-skills_kaimauern.json -- [ ] en_anno-117-skills_festere-fundamente.json -- [ ] en_anno-117-skills_phlogistikforschung.json -- [ ] en_anno-117-skills_handelsanlegestelle.json -- [ ] en_anno-117-skills_hebeschleusen.json -- [ ] en_anno-117-skills_die-tiefen-des-berges.json -- [ ] en_anno-117-skills_saeulen-der-gemeinschaft.json -- [ ] en_anno-117-skills_biberjagd.json -- [ ] en_anno-117-skills_vino-veritas.json -- [ ] en_anno-117-skills_moorland-forschung.json -- [ ] en_anno-117-skills_metallurgische-forschung.json -- [ ] en_anno-117-skills_staubecken.json -- [ ] en_anno-117-skills_blut-von-terra.json +- [x] en_anno-117-skills_grosse-seehafenstadt.json +- [x] en_anno-117-skills_honigsuesser-flug.json +- [x] en_anno-117-skills_enzyklopaedische-forschung.json +- [x] en_anno-117-skills_lagerhausverbesserung.json +- [x] en_anno-117-skills_seehafenstadt.json +- [x] en_anno-117-skills_kontoroptimierung.json +- [x] en_anno-117-skills_depotismus.json +- [x] en_anno-117-skills_kaimauern.json +- [x] en_anno-117-skills_festere-fundamente.json +- [x] en_anno-117-skills_phlogistikforschung.json +- [x] en_anno-117-skills_handelsanlegestelle.json +- [x] en_anno-117-skills_hebeschleusen.json +- [x] en_anno-117-skills_die-tiefen-des-berges.json +- [x] en_anno-117-skills_saeulen-der-gemeinschaft.json +- [x] en_anno-117-skills_biberjagd.json +- [x] en_anno-117-skills_vino-veritas.json +- [x] en_anno-117-skills_moorland-forschung.json +- [x] en_anno-117-skills_metallurgische-forschung.json +- [x] en_anno-117-skills_staubecken.json +- [x] en_anno-117-skills_blut-von-terra.json - [ ] en_anno-117-skills_aqua-arborica.json -- [ ] en_anno-117-skills_hydraulischer-bergbau.json -- [ ] en_anno-117-skills_drainage.json -- [ ] en_anno-117-skills_loyale-wanderer.json -- [ ] en_anno-117-skills_sumpfwache.json -- [ ] en_anno-117-skills_seehafen-albions.json -- [ ] en_anno-117-skills_wiedergeburt-des-waldes.json -- [ ] en_anno-117-skills_albionische-forschung.json -- [ ] en_anno-117-skills_befestigte-strassen.json -- [ ] en_anno-117-skills_bessere-baelge.json -- [ ] en_anno-117-skills_lagerhausverwaltung.json -- [ ] en_anno-117-skills_depots.json -- [ ] en_anno-117-skills_neuanpflanzung.json -- [ ] en_anno-117-skills_naehkreise.json -- [ ] en_anno-117-skills_kontorverwaltung.json -- [ ] en_anno-117-skills_fischmaerkte.json -- [ ] en_anno-117-buildings_brunnen-albion.json -- [ ] en_anno-117-buildings_wachturm-albion.json -- [ ] en_anno-117-buildings_latrine-albion.json -- [ ] en_anno-117-buildings_vigiles-albion.json -- [ ] en_anno-117-buildings_custodes-albion.json -- [ ] en_anno-117-buildings_medici-albion.json -- [ ] en_anno-117-buildings_officium-albion.json -- [ ] en_anno-117-buildings_villa-des-praetors-albion.json -- [ ] en_anno-117-buildings_ruestungsschmied-albion.json -- [ ] en_anno-117-buildings_gerberei-albion.json -- [ ] en_anno-117-buildings_waffenschmied-albion.json -- [ ] en_anno-117-buildings_ofen-albion.json -- [ ] en_anno-117-buildings_eisenmine-albion.json -- [ ] en_anno-117-buildings_belagerungswerkstatt-albion.json +- [x] en_anno-117-skills_hydraulischer-bergbau.json +- [x] en_anno-117-skills_drainage.json +- [x] en_anno-117-skills_loyale-wanderer.json +- [x] en_anno-117-skills_sumpfwache.json +- [x] en_anno-117-skills_seehafen-albions.json +- [x] en_anno-117-skills_wiedergeburt-des-waldes.json +- [x] en_anno-117-skills_albionische-forschung.json +- [x] en_anno-117-skills_befestigte-strassen.json +- [x] en_anno-117-skills_bessere-baelge.json +- [x] en_anno-117-skills_lagerhausverwaltung.json +- [x] en_anno-117-skills_depots.json +- [x] en_anno-117-skills_neuanpflanzung.json +- [x] en_anno-117-skills_naehkreise.json +- [x] en_anno-117-skills_kontorverwaltung.json +- [x] en_anno-117-skills_fischmaerkte.json +- [x] en_anno-117-buildings_brunnen-albion.json +- [x] en_anno-117-buildings_wachturm-albion.json +- [x] en_anno-117-buildings_latrine-albion.json +- [x] en_anno-117-buildings_vigiles-albion.json +- [x] en_anno-117-buildings_custodes-albion.json +- [x] en_anno-117-buildings_medici-albion.json +- [x] en_anno-117-buildings_officium-albion.json +- [x] en_anno-117-buildings_villa-des-praetors-albion.json +- [x] en_anno-117-buildings_ruestungsschmied-albion.json +- [x] en_anno-117-buildings_gerberei-albion.json +- [x] en_anno-117-buildings_waffenschmied-albion.json +- [x] en_anno-117-buildings_ofen-albion.json +- [x] en_anno-117-buildings_eisenmine-albion.json +- [x] en_anno-117-buildings_belagerungswerkstatt-albion.json - [ ] en_anno-117-buildings_campus-equitum-albion.json -- [ ] en_anno-117-buildings_kaserne-albion.json -- [ ] en_anno-117-buildings_seilmacher-albion.json -- [ ] en_anno-117-buildings_segelmacher-albion.json -- [ ] en_anno-117-buildings_reparaturkran-albion.json -- [ ] en_anno-117-buildings_handelskai-albion.json +- [x] en_anno-117-buildings_kaserne-albion.json +- [x] en_anno-117-buildings_seilmacher-albion.json +- [x] en_anno-117-buildings_segelmacher-albion.json +- [x] en_anno-117-buildings_reparaturkran-albion.json +- [x] en_anno-117-buildings_handelskai-albion.json - [ ] en_anno-117-buildings_depot-albion.json -- [ ] en_anno-117-buildings_schiffswerft-albion.json +- [x] en_anno-117-buildings_schiffswerft-albion.json - [ ] en_anno-117-buildings_entwaesserungskanal-albion.json -- [ ] en_anno-117-buildings_schleusentor-albion.json +- [x] en_anno-117-buildings_schleusentor-albion.json - [x] en_anno-117-buildings_lagerhaus-albion.json -- [ ] en_anno-117-buildings_kontor-albion.json -- [ ] en_anno-117-buildings_wanderer-albion.json -- [ ] en_anno-117-buildings_schrein-von-neptun-albion.json +- [x] en_anno-117-buildings_kontor-albion.json +- [x] en_anno-117-buildings_wanderer-albion.json +- [x] en_anno-117-buildings_schrein-von-neptun-albion.json - [ ] en_anno-117-buildings_schrein-von-minerva-albion.json -- [ ] en_anno-117-buildings_schrein-von-merkur-lugus-albion.json +- [x] en_anno-117-buildings_schrein-von-merkur-lugus-albion.json - [x] en_anno-117-buildings_schrein-von-mars-albion.json - [x] en_anno-117-buildings_schrein-von-cernunnos-albion.json - [x] en_anno-117-buildings_schrein-von-ceres-albion.json @@ -658,137 +658,137 @@ When Claude processes a JSON file and adds its data to docs.md, mark it here. - [x] en_anno-117-goods_mosaike.json - [x] en_anno-117-buildings_mosaikmacher-latium.json - [ ] en_anno-117-goods_marmor.json -- [ ] en_anno-117-buildings_marmor-steinmetz-latium.json -- [ ] en_anno-117-goods_rohmarmor.json -- [ ] en_anno-117-buildings_marmorsteinbruch-latium.json -- [ ] en_anno-117-goods_beton.json -- [ ] en_anno-117-buildings_betonmischer-latium.json +- [x] en_anno-117-buildings_marmor-steinmetz-latium.json +- [x] en_anno-117-goods_rohmarmor.json +- [x] en_anno-117-buildings_marmorsteinbruch-latium.json +- [x] en_anno-117-goods_beton.json +- [x] en_anno-117-buildings_betonmischer-latium.json - [ ] en_anno-117-goods_kalkstein.json -- [ ] en_anno-117-buildings_kalksteinbruch-latium.json +- [x] en_anno-117-buildings_kalksteinbruch-latium.json - [ ] en_anno-117-goods_ziegel.json -- [ ] en_anno-117-buildings_ziegelei-latium.json +- [x] en_anno-117-buildings_ziegelei-latium.json - [ ] en_anno-117-goods_bretter.json -- [ ] en_anno-117-buildings_saegewerk-latium.json -- [ ] en_anno-117-buildings_holzfaeller-latium.json -- [ ] en_anno-117-buildings_zisterne-albion.json +- [x] en_anno-117-buildings_saegewerk-latium.json +- [x] en_anno-117-buildings_holzfaeller-latium.json +- [x] en_anno-117-buildings_zisterne-albion.json - [ ] en_anno-117-buildings_aquaedukt-albion.json - [ ] en_anno-117-buildings_sammelbecken-albion.json - [ ] en_anno-117-buildings_baeder-albion.json -- [ ] en_anno-117-buildings_tempel-albion.json -- [ ] en_anno-117-goods_handspiegel.json -- [ ] en_anno-117-buildings_narcissium-albion.json -- [ ] en_anno-117-goods_kammmuschelschalen.json -- [ ] en_anno-117-buildings_kammmuschelzuechter-albion.json -- [ ] en_anno-117-buildings_flachshof-albion.json -- [ ] en_anno-117-goods_peruecken.json -- [ ] en_anno-117-buildings_perueckenknuepfer-albion.json -- [ ] en_anno-117-goods_haarnetz.json -- [ ] en_anno-117-buildings_haarnetzweber-albion.json -- [ ] en_anno-117-goods_pferde.json -- [ ] en_anno-117-buildings_pferdezuechter-albion.json -- [ ] en_anno-117-buildings_aleatorium-albion.json -- [ ] en_anno-117-goods_vogelzungen-in-aspik.json -- [ ] en_anno-117-buildings_delicium-albion.json +- [x] en_anno-117-buildings_tempel-albion.json +- [x] en_anno-117-goods_handspiegel.json +- [x] en_anno-117-buildings_narcissium-albion.json +- [x] en_anno-117-goods_kammmuschelschalen.json +- [x] en_anno-117-buildings_kammmuschelzuechter-albion.json +- [x] en_anno-117-buildings_flachshof-albion.json +- [x] en_anno-117-goods_peruecken.json +- [x] en_anno-117-buildings_perueckenknuepfer-albion.json +- [x] en_anno-117-goods_haarnetz.json +- [x] en_anno-117-buildings_haarnetzweber-albion.json +- [x] en_anno-117-goods_pferde.json +- [x] en_anno-117-buildings_pferdezuechter-albion.json +- [x] en_anno-117-buildings_aleatorium-albion.json +- [x] en_anno-117-goods_vogelzungen-in-aspik.json +- [x] en_anno-117-buildings_delicium-albion.json - [ ] en_anno-117-goods_vogelzungen.json -- [ ] en_anno-117-buildings_zungenzieher-albion.json -- [ ] en_anno-117-goods_kleine-voegel.json +- [x] en_anno-117-buildings_zungenzieher-albion.json +- [x] en_anno-117-goods_kleine-voegel.json - [ ] en_anno-117-buildings_vogelfaenger-albion.json -- [ ] en_anno-117-buildings_harzzapfer-albion.json -- [ ] en_anno-117-buildings_toepfer-albion.json -- [ ] en_anno-117-goods_schlamm.json +- [x] en_anno-117-buildings_harzzapfer-albion.json +- [x] en_anno-117-buildings_toepfer-albion.json +- [x] en_anno-117-goods_schlamm.json - [ ] en_anno-117-buildings_schlammtrockner-albion.json -- [ ] en_anno-117-buildings_suelzsieder-albion.json -- [ ] en_anno-117-goods_fibeln.json -- [ ] en_anno-117-buildings_fibularium-albion.json -- [ ] en_anno-117-goods_silber.json -- [ ] en_anno-117-buildings_silberschmiede-albion.json -- [ ] en_anno-117-goods_silbererz.json -- [ ] en_anno-117-buildings_silbermine-albion.json -- [ ] en_anno-117-buildings_grammaticus-albion.json -- [ ] en_anno-117-goods_wuerste.json -- [ ] en_anno-117-buildings_salsicium-albion.json -- [ ] en_anno-117-goods_kraeuter.json -- [ ] en_anno-117-buildings_kraeutergarten-albion.json -- [ ] en_anno-117-buildings_schweinehof-albion.json +- [x] en_anno-117-buildings_suelzsieder-albion.json +- [x] en_anno-117-goods_fibeln.json +- [x] en_anno-117-buildings_fibularium-albion.json +- [x] en_anno-117-goods_silber.json +- [x] en_anno-117-buildings_silberschmiede-albion.json +- [x] en_anno-117-goods_silbererz.json +- [x] en_anno-117-buildings_silbermine-albion.json +- [x] en_anno-117-buildings_grammaticus-albion.json +- [x] en_anno-117-goods_wuerste.json +- [x] en_anno-117-buildings_salsicium-albion.json +- [x] en_anno-117-goods_kraeuter.json +- [x] en_anno-117-buildings_kraeutergarten-albion.json +- [x] en_anno-117-buildings_schweinehof-albion.json - [ ] en_anno-117-buildings_baeckerei-albion.json - [ ] en_anno-117-buildings_eselsmuehle-albion.json -- [ ] en_anno-117-buildings_weizenhof-albion.json -- [ ] en_anno-117-buildings_heiliger-hain-albion.json -- [ ] en_anno-117-buildings_huegelgrab-albion.json +- [x] en_anno-117-buildings_weizenhof-albion.json +- [x] en_anno-117-buildings_heiliger-hain-albion.json +- [x] en_anno-117-buildings_huegelgrab-albion.json - [ ] en_anno-117-goods_streitwagen.json -- [ ] en_anno-117-buildings_wagenbauer-albion.json -- [ ] en_anno-117-goods_unterbau.json -- [ ] en_anno-117-goods_holz.json -- [ ] en_anno-117-buildings_gestellbauer-albion.json -- [ ] en_anno-117-goods_ponys.json -- [ ] en_anno-117-buildings_pferdefaenger-albion.json -- [ ] en_anno-117-goods_fellmuetzen.json -- [ ] en_anno-117-buildings_bieberhutmacher-albion.json -- [ ] en_anno-117-goods_salzlake.json +- [x] en_anno-117-buildings_wagenbauer-albion.json +- [x] en_anno-117-goods_unterbau.json +- [x] en_anno-117-goods_holz.json +- [x] en_anno-117-buildings_gestellbauer-albion.json +- [x] en_anno-117-goods_ponys.json +- [x] en_anno-117-buildings_pferdefaenger-albion.json +- [x] en_anno-117-goods_fellmuetzen.json +- [x] en_anno-117-buildings_bieberhutmacher-albion.json +- [x] en_anno-117-goods_salzlake.json - [ ] en_anno-117-buildings_salzkrautbrenner-albion.json -- [ ] en_anno-117-goods_biber.json -- [ ] en_anno-117-buildings_biberfaenger-albion.json -- [ ] en_anno-117-goods_umhaenge.json -- [ ] en_anno-117-buildings_birrusnaeher-albion.json +- [x] en_anno-117-goods_biber.json +- [x] en_anno-117-buildings_biberfaenger-albion.json +- [x] en_anno-117-goods_umhaenge.json +- [x] en_anno-117-buildings_birrusnaeher-albion.json - [ ] en_anno-117-goods_keltischgruen.json -- [ ] en_anno-117-buildings_gruenhaende-albion.json -- [ ] en_anno-117-buildings_theater-albion.json +- [x] en_anno-117-buildings_gruenhaende-albion.json +- [x] en_anno-117-buildings_theater-albion.json - [ ] en_anno-117-buildings_aeltestenrat-albion.json -- [ ] en_anno-117-buildings_winzer-albion.json +- [x] en_anno-117-buildings_winzer-albion.json - [ ] en_anno-117-buildings_bienenstock-albion.json - [ ] en_anno-117-buildings_weingut-albion.json -- [ ] en_anno-117-goods_rinderbraten.json -- [ ] en_anno-117-buildings_erdofen-albion.json -- [ ] en_anno-117-goods_salzkraut.json -- [ ] en_anno-117-buildings_salzkrautsammler-albion.json -- [ ] en_anno-117-goods_clanschilde.json -- [ ] en_anno-117-buildings_schildschlaeger-albion.json -- [ ] en_anno-117-goods_bronze.json -- [ ] en_anno-117-buildings_bronzeschmelzer-albion.json -- [ ] en_anno-117-goods_trinkhoerner.json -- [ ] en_anno-117-buildings_horner-albion.json +- [x] en_anno-117-goods_rinderbraten.json +- [x] en_anno-117-buildings_erdofen-albion.json +- [x] en_anno-117-goods_salzkraut.json +- [x] en_anno-117-buildings_salzkrautsammler-albion.json +- [x] en_anno-117-goods_clanschilde.json +- [x] en_anno-117-buildings_schildschlaeger-albion.json +- [x] en_anno-117-goods_bronze.json +- [x] en_anno-117-buildings_bronzeschmelzer-albion.json +- [x] en_anno-117-goods_trinkhoerner.json +- [x] en_anno-117-buildings_horner-albion.json - [ ] en_anno-117-goods_zinnerz.json - [ ] en_anno-117-buildings_zinnmine-albion.json -- [ ] en_anno-117-goods_torques.json +- [x] en_anno-117-goods_torques.json - [ ] en_anno-117-buildings_drahtzwirbler-albion.json -- [ ] en_anno-117-goods_kupfererz.json -- [ ] en_anno-117-buildings_kupfermine-albion.json -- [ ] en_anno-117-goods_hosen.json +- [x] en_anno-117-goods_kupfererz.json +- [x] en_anno-117-buildings_kupfermine-albion.json +- [x] en_anno-117-goods_hosen.json - [ ] en_anno-117-buildings_hosenmacher-albion.json -- [ ] en_anno-117-goods_faerberpflanzen.json +- [x] en_anno-117-goods_faerberpflanzen.json - [ ] en_anno-117-buildings_faerberwaupflanze-albion.json -- [ ] en_anno-117-buildings_schafshof-albion.json +- [x] en_anno-117-buildings_schafshof-albion.json - [ ] en_anno-117-buildings_fanum-albion.json - [ ] en_anno-117-buildings_wettkampfwiese-albion.json -- [ ] en_anno-117-goods_bier.json -- [ ] en_anno-117-buildings_brauerei-albion.json -- [ ] en_anno-117-goods_malz.json -- [ ] en_anno-117-buildings_maelzerei-albion.json -- [ ] en_anno-117-goods_gerste.json +- [x] en_anno-117-goods_bier.json +- [x] en_anno-117-buildings_brauerei-albion.json +- [x] en_anno-117-goods_malz.json +- [x] en_anno-117-buildings_maelzerei-albion.json +- [x] en_anno-117-goods_gerste.json - [ ] en_anno-117-buildings_gerstenhof-albion.json - [ ] en_anno-117-goods_kaese.json -- [ ] en_anno-117-buildings_kaeserei-albion.json -- [ ] en_anno-117-goods_ochsen.json -- [ ] en_anno-117-buildings_ochsenhof-albion.json -- [ ] en_anno-117-buildings_spinnerei-albion.json -- [ ] en_anno-117-buildings_hanfhof-albion.json +- [x] en_anno-117-buildings_kaeserei-albion.json +- [x] en_anno-117-goods_ochsen.json +- [x] en_anno-117-buildings_ochsenhof-albion.json +- [x] en_anno-117-buildings_spinnerei-albion.json +- [x] en_anno-117-buildings_hanfhof-albion.json - [ ] en_anno-117-goods_schilfschuhe.json -- [ ] en_anno-117-buildings_schuhweber-albion.json +- [x] en_anno-117-buildings_schuhweber-albion.json - [ ] en_anno-117-goods_schilf.json - [ ] en_anno-117-buildings_schilfsammler-albion.json - [ ] en_anno-117-buildings_saengerstube-albion.json - [ ] en_anno-117-buildings_markt-albion.json - [ ] en_anno-117-goods_aale.json -- [ ] en_anno-117-buildings_aalfaenger-albion.json +- [x] en_anno-117-buildings_aalfaenger-albion.json - [ ] en_anno-117-goods_herzmuscheln.json - [ ] en_anno-117-buildings_herzmuschelfarm-albion.json -- [ ] en_anno-117-goods_lyren.json +- [x] en_anno-117-goods_lyren.json - [ ] en_anno-117-buildings_lyramacher-latium.json - [ ] en_anno-117-goods_verziertes-holz.json - [ ] en_anno-117-buildings_vergolder-latium.json - [ ] en_anno-117-goods_saiten.json - [ ] en_anno-117-buildings_saitenmacher-latium.json -- [ ] en_anno-117-goods_liegen.json +- [x] en_anno-117-goods_liegen.json - [ ] en_anno-117-buildings_liegenbauer-latium.json - [ ] en_anno-117-goods_polster.json - [ ] en_anno-117-buildings_polsterer-latium.json @@ -1583,7 +1583,7 @@ When Claude processes a JSON file and adds its data to docs.md, mark it here. - [ ] anno-117-buildings_toepfer-albion.json - [ ] anno-117-goods_schlamm.json - [ ] anno-117-buildings_schlammtrockner-albion.json -- [ ] anno-117-buildings_suelzsieder-albion.json +- [x] anno-117-buildings_suelzsieder-albion.json - [ ] anno-117-goods_fibeln.json - [ ] anno-117-buildings_fibularium-albion.json - [ ] anno-117-goods_silber.json @@ -1600,7 +1600,7 @@ When Claude processes a JSON file and adds its data to docs.md, mark it here. - [ ] anno-117-buildings_eselsmuehle-albion.json - [ ] anno-117-buildings_weizenhof-albion.json - [ ] anno-117-buildings_heiliger-hain-albion.json -- [ ] anno-117-buildings_huegelgrab-albion.json +- [x] anno-117-buildings_huegelgrab-albion.json - [ ] anno-117-goods_streitwagen.json - [ ] anno-117-buildings_wagenbauer-albion.json - [ ] anno-117-goods_unterbau.json @@ -1649,7 +1649,7 @@ When Claude processes a JSON file and adds its data to docs.md, mark it here. - [ ] anno-117-goods_bier.json - [ ] anno-117-buildings_brauerei-albion.json - [ ] anno-117-goods_malz.json -- [ ] anno-117-buildings_maelzerei-albion.json +- [x] anno-117-buildings_maelzerei-albion.json - [ ] anno-117-goods_gerste.json - [ ] anno-117-buildings_gerstenhof-albion.json - [ ] anno-117-goods_kaese.json