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# Buildings
All production, service, and infrastructure buildings in Anno 117.
## Categories
### Raw Materials Production
- [Woodcutter Hut](./woodcutter-hut.md) - Produces Logs from forest
- [Oat Farm](./oat-farm.md) - Produces Oats
- [Hemp Farm](./hemp-farm.md) - Produces Hemp
- [Flax Farm (Albion)](./flax-farm-albion.md) - Produces Flax
### Fisheries
- [Fishing Hut (Latium)](./fishing-hut-latium.md) - Produces Sardines
- [Mackerel Fishing Hut (Latium)](./mackerel-fishing-hut-latium.md) - Produces Mackerel
- [Cockle Picker (Albion)](./cockle-picker-albion.md) - Produces Cockles
- [Eel Grabber (Albion)](./eel-grabber-albion.md) - Produces Eels
### Processing
- [Sawmill](./sawmill.md) - Logs to Timber
- [Porridge Stand](./porridge-stand.md) - Oats to Porridge
- [Spinner](./spinner.md) - Hemp to Tunics
- [Salt Gardens (Latium)](./salt-gardens-latium.md) - Produces Salt
- [Garum Maker (Latium)](./garum-maker-latium.md) - Produces Garum
### Food Production (Tier II)
- [Bakery](./bakery.md) - Produces Bread
## Placement Rules
Most buildings require:
- **Road connection** for goods transport
- **Warehouse in range** for storage access
- Some have **special constraints** (coast, marsh, forest, fields, fertility)
## Schema Reference
See [Building Schema](../schemas/building.md) for the complete field definitions.

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# Bakery
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Category | Production / Food (Tier II) |
| Required Tier | [Tier II](../population-tiers/tier-ii.md) |
| Cycle Time | 60 seconds |
## Description
Produces Bread (Tier II staple); high upkeep.
## Costs
**Build Cost:** Unknown in supplied snippets
**Maintenance:** -14 gold/min, 3 Tier II workers
## Production
**Input:** Flour + Charcoal (implied by chain text)
**Output:** Bread
## Production Chain
[Bread Chain](../production-chains/bread.md)
## Usage Patterns
Only scale to actual consumption; bakeries are a common cashflow killer.
## Common Pitfalls
Overbuilding bakeries leads to negative income swings; missing charcoal leads to "mystery" bread shortages.

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# Cockle Picker (Albion)
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Region | Albion |
| Category | Production / Food (Fishery analogue) |
| Required Tier | [Tier I](../population-tiers/tier-i.md) |
## Description
Coastal gatherer producing Cockles for Waders.
## Costs
**Build Cost:** Unknown (research says "similar to Fishing Hut")
**Maintenance:** Unknown
## Placement
| Requirement | Value |
|-------------|-------|
| Constraints | Coast (Albion) |
## Usage Patterns
Albion starter food option.
## Common Pitfalls
Confusing coast vs marsh producers in Albion.

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# Eel Grabber (Albion)
**Entity Type:** Building
## Properties
| 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) |
## Description
Marshland fish producer (Eels).
## Costs
**Build Cost:** Unknown
**Maintenance:** Unknown
## Placement
| Requirement | Value |
|-------------|-------|
| Constraints | Marshland placement required (Albion-specific) |
## Usage Patterns
Place in marsh; pair with coastal cockles early.
## Common Pitfalls
Trying to place on coast; this is a marsh-only building.

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# Fishing Hut (Latium)
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Region | Latium |
| Category | Production / Fishery |
| Required Tier | [Liberti](../population-tiers/tier-i.md) |
| Dimensions | 3x8 (base), 4x11 (with roads) |
| Cycle Time | 60 seconds |
## Description
Coastal fishery producing Sardines.
## Costs
**Build Cost:** 2 Planks
**Maintenance:** -6 gold, 4 Liberti workers
## Placement
| Requirement | Value |
|-------------|-------|
| Constraints | Harbor Area required |
## Production
**Input:** None
**Output:** [Sardines](../goods/sardines.md)
## Attributes Provided
| Attribute | Value |
|-----------|-------|
| Population | +1 |
| Income | +1 |
## Production Chain
[Tier I Food Chain](../production-chains/tier-i-food.md)
## Specialists
| Specialist | Effects |
|------------|---------|
| Servia Bellia | +25% productivity, +1 income area effect |
| Netzangler | +10% productivity |
| Umdenkerin | -25% workforce |
| Venator der Artemis | -33% workforce, -66% maintenance |
| Uiscarix | +1.5 income area effect |
## Usage Patterns
Cluster fisheries for specialist + area-effect stacking.
## Common Pitfalls
Overbuilt fisheries lead to gold bleed; also "need flicker" if storage/transport dips.

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# Flax Farm (Albion)
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Region | Albion |
| Category | Production / Farm |
| Required Tier | Nobles (Tier 5 Celtic) |
| Dimensions | 4x5 (base), 6x7 (with roads) |
| Cycle Time | 90 seconds |
| Aqueduct Support | Yes |
## Description
Produces Flax for clothing production chains.
## Costs
**Build Cost:** 1 Planks, 2 Bricks, 2 Concrete
**Maintenance:** -8 gold, 3 Waders workers
## Placement
| Requirement | Value |
|-------------|-------|
| Constraints | Fields required |
## Production
**Input:** None
**Output:** [Flax](../goods/flax.md)
## 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) |

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# Garum Maker (Latium)
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Region | Latium |
| Category | Production / Food Processing |
| Required Tier | [Plebeians](../population-tiers/tier-ii.md) |
## Description
Produces Garum fish sauce from Mackerel and Salt.
## Production
**Input:** [Mackerel](../goods/mackerel.md), [Salt](../goods/salt.md)
**Output:** [Garum](../goods/garum.md)
## Specialists
| Specialist | Effects |
|------------|---------|
| Fischdozentin | +10% productivity for Garum chain |

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# Hemp Farm
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Category | Production / Agriculture |
| Required Tier | [Tier I](../population-tiers/tier-i.md) |
| Cycle Time | 60 seconds |
## Description
Produces Hemp for Tunics; uses fields; aqueduct optional.
## Costs
**Build Cost:** 2 Timber
**Maintenance:** -4 gold/min, 3 Tier I workers
## Placement
| Requirement | Value |
|-------------|-------|
| Road Required | Yes |
| Warehouse Required | Yes |
| Constraints | Fields + correct fertility |
## Production
**Input:** None
**Output:** [Hemp](../goods/hemp.md)
## Production Chain
[Tunics Chain](../production-chains/tunics.md)
## Usage Patterns
Keep close to Spinner; reduce hauling delays.
## Common Pitfalls
Too few fields or long hauling times leads to spinner starvation.

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# Mackerel Fishing Hut (Latium)
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Region | Latium |
| Category | Production / Fishery |
| Required Tier | [Plebeians](../population-tiers/tier-ii.md) |
| Dimensions | 4x9 (base), 6x13 (with roads) |
| Cycle Time | 60 seconds |
## Description
Coastal fishery producing Mackerel for Garum production.
## Costs
**Build Cost:** 2 Planks, 1 Bricks
**Maintenance:** -8 gold, 4 Liberti workers
## Placement
| Requirement | Value |
|-------------|-------|
| Constraints | Harbor Area required, Fish Population required |
## Production
**Input:** None
**Output:** [Mackerel](../goods/mackerel.md)
## Specialists
| Specialist | Effects |
|------------|---------|
| Servia Bellia | +25% productivity |
| Fischdozentin | +10% productivity for Garum chain |
| Umdenkerin | -25% workforce, changes to Plebeian workforce |
| Venator der Artemis | -33% workforce, -66% maintenance |
| Uiscarix | +1.5 income area effect |

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# Oat Farm
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Category | Production / Agriculture |
| Required Tier | [Tier I](../population-tiers/tier-i.md) |
| Construction Time | Instant |
| Cycle Time | 60 seconds |
## Description
Produces Oats; uses field modules; aqueduct optional.
## Costs
**Build Cost:** 3 Timber
**Maintenance:** -4 gold/min, 3 Tier I workers
## Placement
| Requirement | Value |
|-------------|-------|
| Road Required | Yes |
| Warehouse Required | Yes |
| Constraints | Requires fields; requires relevant fertility (oat/grain) |
## Production
**Input:** None
**Output:** [Oats](../goods/oats.md)
## Production Chain
[Porridge Chain](../production-chains/porridge.md)
## Usage Patterns
Keep fields compact; warehouse nearby; consider aqueduct support.
## Common Pitfalls
Insufficient fields/fertility leads to low output; long travel distance leads to apparent underproduction.

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# Porridge Stand
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Category | Production / Food |
| Required Tier | [Tier I](../population-tiers/tier-i.md) |
| Construction Time | Instant |
| Cycle Time | 60 seconds |
## Description
Converts Oats to Porridge.
## Costs
**Build Cost:** 2 Timber
**Maintenance:** -8 gold/min, 2 Tier I workers
## Placement
| Requirement | Value |
|-------------|-------|
| Road Required | Yes |
| Warehouse Required | Yes |
| Constraints | Needs road/warehouse |
## Production
**Input:** [Oats](../goods/oats.md)
**Output:** [Porridge](../goods/porridge.md)
## Production Chain
[Porridge Chain](../production-chains/porridge.md)
## Usage Patterns
Pair 1:1 with Oat Farms for balanced flow (both 60s).
## Common Pitfalls
Oats delivered too slowly leads to porridge "flicker" and population drops.

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# Salt Gardens (Latium)
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Region | Latium |
| Category | Production / Raw Materials |
| Required Tier | [Plebeians](../population-tiers/tier-ii.md) |
## Description
Coastal salt extraction facility.
## Placement
| Requirement | Value |
|-------------|-------|
| Constraints | Harbor Area required |
## Production
**Input:** None
**Output:** [Salt](../goods/salt.md)
## Specialists
| Specialist | Effects |
|------------|---------|
| Servia Bellia | +25% productivity |
| Fischdozentin | +10% productivity for Garum chain |

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# Sawmill
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Category | Production / Construction Materials |
| Required Tier | [Tier I](../population-tiers/tier-i.md) |
| Construction Time | Instant |
| Cycle Time | 30 seconds |
## Description
Converts Logs to Timber planks.
## Costs
**Build Cost:** 2 Timber
**Maintenance:** -5 gold/min, 2 Tier I workers
## Placement
| Requirement | Value |
|-------------|-------|
| Road Required | Yes |
| Warehouse Required | Yes |
| Constraints | None special (but requires logistics) |
## Production
**Input:** Logs
**Output:** [Timber](../goods/timber.md)
## Production Chain
[Timber Chain](../production-chains/timber.md)
## Usage Patterns
Pair 1:1 with Woodcutters (matching 30s cycles).
## Common Pitfalls
Too many sawmills leads to upkeep drain without benefit.

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# Spinner
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Category | Production / Clothing |
| Required Tier | [Tier I](../population-tiers/tier-i.md) |
| Cycle Time | 30 seconds |
## Description
Converts Hemp to Tunics; provides local income area effect.
## Costs
**Build Cost:** 2 Timber
**Maintenance:** -8 gold/min, 3 Tier I workers
## Production
**Input:** [Hemp](../goods/hemp.md)
**Output:** [Tunics](../goods/tunics.md)
## Area Effects
| Type | Value | Target |
|------|-------|--------|
| Income Area Effect | +1 | Nearby buildings (incl residences) |
## Production Chain
[Tunics Chain](../production-chains/tunics.md)
## Usage Patterns
Place near residences to maximize income area effect.
## Common Pitfalls
Spinner output can be fine while income effect is wasted if placed far from housing.

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# Woodcutter Hut
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Category | Production / Raw Materials |
| Required Tier | [Tier I](../population-tiers/tier-i.md) |
| Construction Time | Instant |
| Cycle Time | 30 seconds |
## Description
Produces Logs from forest density.
## Costs
**Build Cost:** 2 Timber
**Maintenance:** -5 gold/min, 2 Tier I workers
## Placement
| Requirement | Value |
|-------------|-------|
| Road Required | Yes |
| Warehouse Required | Yes |
| Constraints | Forest overlap required; low density reduces productivity |
## Production
**Input:** None
**Output:** Logs (Unknown Good entry)
## Production Chain
[Timber Chain](../production-chains/timber.md)
## Usage Patterns
Place deep in dense forest, keep a warehouse in range.
## Common Pitfalls
Sparse forest leads to "mystery" timber shortages downstream.

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# Glossary
Key terms and definitions used throughout the documentation.
## Terms
### Area Effect
Radius-based modifier from a building or specialist (income, happiness, safety). Shown by green/red arrows during building placement.
### Need Flicker
A need repeatedly turning on/off because storage hits zero intermittently. Often caused by transport delays or production imbalance.
### Throughput
Effective goods per time, impacted by cycle time and logistics. Higher throughput means more goods delivered per minute.
### Upkeep
Ongoing gold loss and workforce reservation for a building. Most buildings have both gold and worker maintenance costs.
### Warehouse Cloud
Shared island storage accessible via connected warehouses/trading post. All buildings in range share access to stored goods.
### Cycle Time
The time in seconds for a building to complete one production cycle. Used to calculate building ratios in production chains.
### Fertility
Terrain property that determines what crops can be grown. Farms require specific fertility types to operate.
### Placement Constraints
Special requirements for where buildings can be placed (coast, marsh, forest, fields, etc.).

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# Goods
All tradeable and consumable items in Anno 117. Goods are categorized by their primary use.
## Categories
### Food
Basic consumption goods that satisfy population food needs.
- [Sardines](./sardines.md) - Liberti food (Latium)
- [Porridge](./porridge.md) - Tier I food
- [Garum](./garum.md) - Plebeians food (Latium)
### Agricultural / Raw Materials
Base materials harvested from the land.
- [Oats](./oats.md) - Input for Porridge
- [Hemp](./hemp.md) - Input for Tunics
- [Flax](./flax.md) - Input for Wigs and Togas chains
- [Mackerel](./mackerel.md) - Input for Garum
- [Salt](./salt.md) - Input for Garum
### Construction Materials
Materials used for building construction.
- [Timber](./timber.md) - Basic construction material
### Clothing / Fashion
Goods that satisfy population clothing needs.
- [Tunics](./tunics.md) - Tier I fashion
## Schema Reference
See [Good Schema](../schemas/good.md) for the complete field definitions.

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# Flax
**Entity Type:** Good
## Properties
| Field | Value |
|-------|-------|
| Category | Raw Material / Agricultural |
| Used For | Input (Wigs production chain, Togas production chain) |
## Production
**Produced By:**
- [Flax Farm (Albion)](../buildings/flax-farm-albion.md)
- Flax Farm (Latium)
**Consumed By:**
- Hairnet Weaver
- Weaver

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# Garum
**Entity Type:** Good
## Properties
| Field | Value |
|-------|-------|
| Category | Need / Food |
| Used For | Consumption (Plebeians Food need) |
| Available From | Plebeians |
## Production
**Produced By:** [Garum Maker (Latium)](../buildings/garum-maker-latium.md)
**Consumed By:** [Plebeians](../population-tiers/tier-ii.md)
## Inputs Required
- [Mackerel](./mackerel.md)
- [Salt](./salt.md)

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# Hemp
**Entity Type:** Good
## Properties
| Field | Value |
|-------|-------|
| Category | Agricultural |
| Used For | Input (Tunics) |
## Production
**Produced By:** [Hemp Farm](../buildings/hemp-farm.md)
**Consumed By:** [Spinner](../buildings/spinner.md)
## Related Chain
[Tunics Chain](../production-chains/tunics.md)

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# Mackerel
**Entity Type:** Good
## Properties
| Field | Value |
|-------|-------|
| Category | Raw Material / Agricultural |
| Used For | Input (Garum production) |
| Buy Price | 16 Dinare |
| Sell Price | 6 Dinare |
| Available From | Plebeians |
## Production
**Produced By:** [Mackerel Fishing Hut (Latium)](../buildings/mackerel-fishing-hut-latium.md)
**Consumed By:** [Garum Maker (Latium)](../buildings/garum-maker-latium.md)

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# Oats
**Entity Type:** Good
## Properties
| Field | Value |
|-------|-------|
| Category | Agricultural |
| Used For | Input (Porridge) |
## Production
**Produced By:** [Oat Farm](../buildings/oat-farm.md)
**Consumed By:** [Porridge Stand](../buildings/porridge-stand.md)
## Related Chain
[Porridge Chain](../production-chains/porridge.md)

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# Porridge
**Entity Type:** Good
## Properties
| Field | Value |
|-------|-------|
| Category | Food |
| Used For | Consumption (Tier I Food need) |
## Attributes
| Attribute | Value |
|-----------|-------|
| Population | +2 (per house when fulfilling Food need) |
## Production
**Produced By:** [Porridge Stand](../buildings/porridge-stand.md)
**Consumed By:** [Tier I](../population-tiers/tier-i.md)
## Related Chain
[Porridge Chain](../production-chains/porridge.md)

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# Salt
**Entity Type:** Good
## Properties
| Field | Value |
|-------|-------|
| Category | Raw Material |
| Used For | Input (Garum production) |
| Available From | Plebeians |
## Production
**Produced By:** [Salt Gardens (Latium)](../buildings/salt-gardens-latium.md)
**Consumed By:** [Garum Maker (Latium)](../buildings/garum-maker-latium.md)

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# Sardines
**Entity Type:** Good
## Properties
| Field | Value |
|-------|-------|
| Category | Need / Food |
| Used For | Consumption (Liberti Food need) |
| Buy Price | 12 Dinare |
| Sell Price | 4 Dinare |
| Available From | Liberti |
## Attributes
| Attribute | Value |
|-----------|-------|
| Population | +1 |
| Income | +1 |
## Production
**Produced By:** [Fishing Hut (Latium)](../buildings/fishing-hut-latium.md)
**Consumed By:** [Liberti](../population-tiers/tier-i.md)

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# Timber (Planks)
**Entity Type:** Good
## Properties
| Field | Value |
|-------|-------|
| Category | Construction Material |
| Used For | Construction, Inputs |
## Production
**Produced By:** [Sawmill](../buildings/sawmill.md)
**Consumed By:** Many buildings (construction costs reference Timber widely)
## Related Chain
[Timber Chain](../production-chains/timber.md)

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# Tunics
**Entity Type:** Good
## Properties
| Field | Value |
|-------|-------|
| Category | Clothing / Fashion |
| Used For | Consumption (Tier I Fashion need) |
## Attributes
| Attribute | Value |
|-----------|-------|
| Population | +2 (reported) |
## Production
**Produced By:** [Spinner](../buildings/spinner.md)
**Consumed By:** [Tier I](../population-tiers/tier-i.md)
## Related Chain
[Tunics Chain](../production-chains/tunics.md)

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# Anno 117: Pax Romana - Game Data Reference
> **Version:** 0.2 (compiled from provided research files; not yet a full extracted DB)
> **Focus:** Sandbox / Endless Mode mechanics (no controls/UI bindings)
>
> **Scope Warning (important):**
> This document only includes **entities and numeric stats explicitly present** in the supplied research files.
> Where a field is unknown, it is marked `Unknown` (not guessed).
---
## Categories
### [Schemas](./schemas/_index.md)
Entity type definitions and field specifications for all game elements.
### [Population Tiers](./population-tiers/_index.md)
The four population tiers: Liberti/Waders, Plebeians/Smiths, Equites, and Patricians.
### [Goods](./goods/_index.md)
All tradeable and consumable goods in the game, including food, materials, and luxury items.
### [Buildings](./buildings/_index.md)
Production facilities, service buildings, and infrastructure.
### [Production Chains](./production-chains/_index.md)
How goods are produced and the recommended building ratios.
### [Ships & Naval](./ships/_index.md)
Ship hulls, modules, and naval combat systems.
### [Specialists](./specialists/_index.md)
Characters that can be slotted into buildings to modify stats.
### [Systems](./systems/_index.md)
Core game mechanics including trade, maintenance, and area effects.
### [Monuments](./monuments/_index.md)
Large-scale constructions with island-wide effects.
### [Troubleshooting](./troubleshooting/_index.md)
Common issues and their solutions.
### [Glossary](./glossary.md)
Key terms and definitions.

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# Monuments
Large-scale constructions that provide powerful island-wide effects.
## Available Monuments
- [Amphitheatre](./amphitheatre.md) - Unlocked with Patricians, hosts events
## Monument Mechanics
- **Unique:** One per island (reported)
- **Construction:** Multiple stages, requires expensive materials
- **Effects:** Large radius bonuses to Population, Happiness, Prestige
- **Events:** Can host special events consuming goods for city buffs
## Construction Tips
- Start monuments only when economy is stable
- Plan for expensive materials (marble, glass, iron)
- Consider the maintenance + diverted materials cost

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# Amphitheatre
**Entity Type:** Building (Monument)
## Properties
| Field | Value |
|-------|-------|
| Unique | One per island |
| Unlock Condition | Patricians exist (Tier IV) |
## Construction
- 4 stages
- Large time + resources required
- Later stages require expensive materials (marble/glass/iron mentioned)
## Effects (Complete)
| Effect | Value | Radius |
|--------|-------|--------|
| Population | +3 | Large |
| Happiness | +3 | Large |
| Prestige | +7 | Large |
## Events
Hosts events consuming goods/workforce for city buffs:
- Local games
- Grand games
- Naumachia
## Common Pitfalls
Starting monument too early can bankrupt you (maintenance + diverted materials).

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# Population Tiers
Anno 117 features a tiered population system where citizens can upgrade to higher tiers as their needs are met. Each tier provides different workforce capabilities and has unique needs.
## Overview
| Tier | Latium Name | Albion Name | Workforce Fraction | Notes |
|------|-------------|-------------|-------------------|-------|
| I | Liberti | Waders | 50% | Base workers for farms, fisheries, sawmills |
| II | Plebeians | Mercators/Smiths | 30% | Intermediate production |
| III | Equites | Higher Albion tiers | 20% | Complex production chains |
| IV | Patricians | - | 0% | No workforce, high consumption |
## Tiers
- [Tier I - Liberti / Waders](./tier-i.md)
- [Tier II - Plebeians / Smiths](./tier-ii.md)
- [Tier III - Equites](./tier-iii.md)
- [Tier IV - Patricians](./tier-iv.md)
## Key Mechanics
- **Workforce Balance:** Avoid upgrading all Tier I housing at once; you can lose workers needed for basic chains.
- **Needs Categories:** Each tier has Food, Public Service, and Fashion needs that must be met for upgrades.
- **Cascading Effects:** Higher tier shortages cascade across production chains.

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# Tier I - Liberti (Latium) / Waders (Albion)
**Entity Type:** PopulationTier
## Stats
| Field | Value |
|-------|-------|
| Workforce Fraction | 50% |
| Needs Categories | Food, Public Service, Fashion |
## Notes
Avoid upgrading all Tier I housing at once; you can lose Tier I workers needed for basic chains.
## Common Pitfalls
"Everything upgraded" leads to fisheries/farms/sawmills being understaffed.
## Related
- [Sardines](../goods/sardines.md) - Food need (Latium)
- [Porridge](../goods/porridge.md) - Food need
- [Tunics](../goods/tunics.md) - Fashion need

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# Tier II - Plebeians (Latium) / Mercators or Smiths (Albion)
**Entity Type:** PopulationTier
## Stats
| Field | Value |
|-------|-------|
| Workforce Fraction | 30% |
## Notes
Tier II introduces major upkeep spikes (mills/bakeries/bricks, etc.).
## Common Pitfalls
Overbuilding production buildings drains gold via maintenance.
## Related
- [Garum](../goods/garum.md) - Food need (Latium)
- [Bread Chain](../production-chains/bread.md) - Key production chain

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# Tier III - Equites (Latium) / Higher Albion Tiers
**Entity Type:** PopulationTier
## Stats
| Field | Value |
|-------|-------|
| Workforce Fraction | 20% |
## Notes
Higher complexity; shortages cascade across chains.

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# Tier IV - Patricians (Latium)
**Entity Type:** PopulationTier
## Stats
| Field | Value |
|-------|-------|
| Workforce Fraction | 0% (no workforce) |
## Notes
Very high needs; unlock monuments like Amphitheatre.
## Unlocks
- [Amphitheatre](../monuments/amphitheatre.md)

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# Production Chains
Production chains define how raw materials are processed into finished goods.
## Chains
### Basic Chains (Tier I)
- [Timber Chain](./timber.md) - Woodcutter -> Sawmill -> Timber
- [Tier I Food Chain](./tier-i-food.md) - Fish and Porridge production
- [Porridge Chain](./porridge.md) - Oat Farm -> Porridge Stand
- [Tunics Chain](./tunics.md) - Hemp Farm -> Spinner
### Intermediate Chains (Tier II)
- [Bread Chain](./bread.md) - Wheat -> Flour -> Bread
## Understanding Ratios
Production chains work best when buildings are matched by their cycle times:
- **Same cycle time:** 1:1 ratio (e.g., Woodcutter 30s : Sawmill 30s)
- **Different cycle times:** Calculate based on output/input rates
- **Bottlenecks:** Usually at raw material gathering or logistics
## Common Issues
1. **Transport delays:** Long distances between buildings reduce effective throughput
2. **Storage overflow:** Downstream buildings can't keep up
3. **Resource starvation:** Upstream buildings can't supply enough

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# Chain: Bread
**Entity Type:** ProductionChain
## Steps (Summary)
| Step | Building | Input | Output | Cycle Time |
|------|----------|-------|--------|------------|
| 1 | Wheat Farm | None | Grain | 60s |
| 2 | Grain Mill | Grain | Flour | 30s |
| 3 | [Bakery](../buildings/bakery.md) | Flour + Charcoal | Bread | 60s |
## Recommended Ratios
2 Wheat : 1 Mill : 2 Bakeries
## Bottlenecks
- Charcoal availability
- Bakery upkeep

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# Chain: Porridge
**Entity Type:** ProductionChain
## Steps
| Step | Building | Input | Output | Cycle Time |
|------|----------|-------|--------|------------|
| 1 | [Oat Farm](../buildings/oat-farm.md) | None | [Oats](../goods/oats.md) | 60s |
| 2 | [Porridge Stand](../buildings/porridge-stand.md) | Oats | [Porridge](../goods/porridge.md) | 60s |
## Recommended Ratios
Oat Farm 1 : Porridge Stand 1 (both 60s)
## Bottlenecks
- Field layout
- Fertility
- Hauling distance

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# Chain: Tier I Food
**Entity Type:** ProductionChain
## Steps
| Step | Building | Input | Output | Cycle Time |
|------|----------|-------|--------|------------|
| 1a | [Fishing Hut](../buildings/fishing-hut-latium.md) | None | [Sardines](../goods/sardines.md) | 60s |
| 1b | [Oat Farm](../buildings/oat-farm.md) | None | [Oats](../goods/oats.md) | 60s |
| 2b | [Porridge Stand](../buildings/porridge-stand.md) | Oats | [Porridge](../goods/porridge.md) | 60s |
## Notes
Many Tier I settlements produce both Sardines and Porridge to maximize population.

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# Chain: Timber
**Entity Type:** ProductionChain
## Steps
| Step | Building | Input | Output | Cycle Time |
|------|----------|-------|--------|------------|
| 1 | [Woodcutter Hut](../buildings/woodcutter-hut.md) | None | Logs | 30s |
| 2 | [Sawmill](../buildings/sawmill.md) | Logs | [Timber](../goods/timber.md) | 30s |
## Recommended Ratios
Woodcutter 1 : Sawmill 1 (matching 30s cycles)
## Bottlenecks
- Forest density (Woodcutter placement)

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# Chain: Tunics
**Entity Type:** ProductionChain
## Steps
| Step | Building | Input | Output | Cycle Time |
|------|----------|-------|--------|------------|
| 1 | [Hemp Farm](../buildings/hemp-farm.md) | None | [Hemp](../goods/hemp.md) | 60s |
| 2 | [Spinner](../buildings/spinner.md) | Hemp | [Tunics](../goods/tunics.md) | 30s |
## Recommended Ratios
Unknown (cycle mismatch suggests multiple spinners can consume one farm; exact throughput not given)
## Notes
Spinner provides an income area effect (+1) near buildings.

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# Schemas
Entity type definitions that describe the structure of all game elements.
## Available Schemas
- [Building](./building.md) - Production, service, and infrastructure buildings
- [Good](./good.md) - Tradeable and consumable items
- [PopulationTier](./population-tier.md) - Citizen classes and their needs
- [ProductionChain](./production-chain.md) - Manufacturing sequences
- [Specialist](./specialist.md) - Characters that modify building stats
- [ShipHull](./ship-hull.md) - Ship base types
- [ShipModule](./ship-module.md) - Ship equipment and upgrades

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# Schema: Building
**Entity Type:** `Building`
## Fields
| Field | Type | Notes |
|------|------|------|
| id | string | stable anchor id |
| name | string | display name |
| category | string | Production / Service / Safety / Monument / etc. |
| description | string | 1-2 lines max |
| region | string | Latium / Albion (if region-specific) |
| requiredPopulationTier | string | link to tier |
| buildCost | object | `{ gold?, goods[] }` |
| constructionTime | string | usually instant per research |
| maintenance | object | `{ goldPerMin?, workforce[] }` |
| workforce | array | `[{ tier, count }]` |
| dimensions | string | base size, size with roads |
| placementConstraints | array | coast/marsh/forest/fields/etc |
| roadRequired | boolean | |
| warehouseRequired | boolean | implies "in range of Warehouse/Trading Post" |
| aqueductSupport | boolean | can be improved with aqueduct connection |
| inputGoods | array | links to goods |
| outputGoods | array | links to goods |
| cycleTimeSeconds | number | production cycle time |
| areaEffects | array | `{ type, value, target, radius? }` |
| productionChain | array | links to chain(s) |
| unlockCondition | string | tier, research, count, etc |
| specialists | array | compatible specialists with their effects |
| usagePatterns | string | short |
| commonPitfalls | string | short |

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# Schema: Good
**Entity Type:** `Good`
## Fields
| Field | Type | Notes |
|------|------|------|
| id | string | stable anchor id |
| name | string | |
| category | string | Food / Construction / Intermediate / etc |
| usedFor | array | Construction, Consumption, Input, Trade |
| providesAttributes | array | `{ attribute, value, consumer? }` |
| buyPrice | number | purchase price in Dinare |
| sellPrice | number | sale price in Dinare |
| producedBy | array | building links |
| consumedBy | array | building/tier links |
| availableFrom | string | tier when good becomes available |

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# Schema: PopulationTier
**Entity Type:** `PopulationTier`
## Fields
| Field | Type | Notes |
|------|------|------|
| id | string | stable anchor id |
| name | string | tier name (e.g., Liberti, Plebeians) |
| region | string | Latium / Albion |
| workforceFraction | number | percentage of population providing labor (0.0-1.0) |
| needsCategories | array | Food, Public Service, Fashion, etc. |
| notes | string | general guidance |
| commonPitfalls | string | common mistakes |

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# Schema: ProductionChain
**Entity Type:** `ProductionChain`
## Fields
| Field | Type | Notes |
|------|------|------|
| id | string | stable anchor id |
| name | string | chain name |
| steps | array | `{ building, in[], out[], cycleSeconds }` |
| recommendedRatios | array | `{ building, count }` |
| bottlenecks | array | goods/buildings that commonly limit throughput |
| notes | string | general guidance |

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# Schema: ShipHull
**Entity Type:** `ShipHull`
## Fields
| Field | Type | Notes |
|------|------|------|
| id | string | stable anchor id |
| name | string | hull name |
| sizeClass | string | Small / Medium / Large |
| moduleSlots | number | number of module slots available |
| notes | string | characteristics and tradeoffs |

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# Schema: ShipModule
**Entity Type:** `ShipModule`
## Fields
| Field | Type | Notes |
|------|------|------|
| id | string | stable anchor id |
| name | string | module name |
| effect | string | what the module does |
| tradeoffs | string | costs or downsides |
| notes | string | additional information |

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# Schema: Specialist
**Entity Type:** `Specialist`
## Fields
| Field | Type | Notes |
|------|------|------|
| id | string | stable anchor id |
| name | string | specialist name |
| rarity | string | Common / Rare / Epic / Legendary |
| category | string | Finance / Production / etc. |
| slotType | string | type of slot required |
| scope | string | what buildings/areas are affected |
| effects | array | `{ type, target, value, scope }` |
| improvesBuildings | array | building links |
| stackRules | string | how effects stack with others |
| usagePatterns | string | best practices |
| commonPitfalls | string | common mistakes |

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# Ships & Naval
Ship construction, modules, and naval mechanics.
## Ship Construction
Ships are built in Shipyards. Construction consumes resources and time.
- Insufficient workforce slows ship construction
- Ships cannot be refitted after building
## Hulls
| Hull | Size Class | Module Slots | Notes |
|------|------------|--------------|-------|
| [Penteconter](./hulls/penteconter.md) | Small | 2 | Cheaper, faster acceleration |
| [Trireme](./hulls/trireme.md) | Medium | 3 | Balanced |
| [Quinquireme](./hulls/quinquireme.md) | Large | 4 | More capacity/HP, slower acceleration |
## Modules
### Movement
- [Mast](./modules/mast.md) - +long-distance speed (wind)
- [Rows (Oars)](./modules/rows.md) - +base speed, acceleration, maneuver
### Defense
- [Reinforced Hull](./modules/reinforced-hull.md) - +health/durability
### Weapons
- [Archer Tower](./modules/archer-tower.md) - Short-range multi-arrow attack
- [Scorpio](./modules/scorpio.md) - Side-mounted high-damage spears
- [Onager](./modules/onager.md) - Forward catapult, long range
## Ship Design Slots
- Save up to 2 custom designs per hull per shipyard (6 total)
- Ships cannot be refitted after building

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# Penteconter
**Entity Type:** ShipHull
## Properties
| Field | Value |
|-------|-------|
| Size Class | Small |
| Module Slots | 2 |
## Notes
Fewer slots; cheaper; likely faster acceleration.

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# Quinquireme
**Entity Type:** ShipHull
## Properties
| Field | Value |
|-------|-------|
| Size Class | Large |
| Module Slots | 4 |
## Notes
More capacity and HP; slower acceleration.

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# Trireme
**Entity Type:** ShipHull
## Properties
| Field | Value |
|-------|-------|
| Size Class | Medium |
| Module Slots | 3 |
## Notes
Balanced hull suitable for various purposes.

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# Archer Tower
**Entity Type:** ShipModule
## Effect
Short-range multi-arrow attack (all-around)
## Tradeoffs
Requires more soldiers/crew.

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# Mast
**Entity Type:** ShipModule
## Effect
+long-distance speed (wind)

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# Onager
**Entity Type:** ShipModule
## Effect
Forward catapult (long range, high damage, low accuracy)

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# Reinforced Hull
**Entity Type:** ShipModule
## Effect
+health/durability

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# Rows (Oars)
**Entity Type:** ShipModule
## Effect
+base speed, acceleration, maneuver
## Tradeoffs
Consumes more crew than sails.

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# Scorpio
**Entity Type:** ShipModule
## Effect
Side-mounted high-damage spears (medium range)

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# Specialists
Specialists are characters that slot into certain buildings and modify stats.
## Overview
- **Sources:** Obtained via quests, events, or trade
- **Effects:** Can include +productivity, -workforce, -maintenance, area effects
- **Slot Type:** Buildings have specialist slots that accept specific categories
## Known Specialists
- [Uiscarix, Hygiean Fishmonger](./uiscarix.md) - Epic, Finance category, +1.5 income area effect for fisheries
## Common Effect Types
| Effect Type | Example Value | Description |
|-------------|---------------|-------------|
| Productivity | +25% | Increases production output |
| Workforce | -25% | Reduces worker requirements |
| Maintenance | -66% | Reduces gold upkeep |
| Income Area Effect | +1.5 | Bonus income for buildings in radius |
## Usage Tips
- **Placement matters:** Area effects only apply to buildings within radius
- **Stack rules:** Some specialists may have stacking limitations
- **Building match:** Ensure specialist is compatible with target building

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# Uiscarix, Hygiean Fishmonger
**Entity Type:** Specialist
## Properties
| Field | Value |
|-------|-------|
| Rarity | Epic |
| Category | Finance |
| Slot Type | Specialist |
| Scope | Fisheries in range |
## Effects
| Effect Type | Target | Value | Scope |
|------------|--------|-------|-------|
| Income Area Effect | Fisheries | +1.5 | Radius-based |
## Improves Buildings
- [Eel Grabber](../buildings/eel-grabber-albion.md)
- Oyster Bed *(placeholder)*
- [Cockle Picker](../buildings/cockle-picker-albion.md)
- Scomber's Shack *(placeholder)*
- [Fishing Hut](../buildings/fishing-hut-latium.md)
- Sturgeon Hatchery *(placeholder)*
## Stack Rules
Unknown (not present in supplied files)
## Usage Patterns
Slot into a coastal hub building covering many fisheries.
## Common Pitfalls
Misplaced radius leads to zero value; does not fix overproduction warnings.

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# Game Systems
Core mechanics that govern how the game economy and logistics work.
## Trade & Logistics
- [Trade Routes](./trade-routes.md) - Automated ship loops between islands
- [Diplomatic Trade](./diplomatic-trade.md) - Passive buy/sell with AI via treaties
## Economy
- [Maintenance Model](./maintenance.md) - Building upkeep and workforce costs
- [Area Effects](./area-effects.md) - Proximity bonuses and penalties
- [Statistics Screen](./statistics-screen.md) - Production vs consumption diagnostics
## Infrastructure
- [Shipyard](./shipyard.md) - Ship construction system
- [Warehouse Cloud](./warehouse-cloud.md) - Shared island storage
## Key Concepts
### Maintenance
Nearly every building has ongoing gold + workforce maintenance:
- Fishing Hut: -6 gold/min, 4 Tier I workers
- Bakery: -14 gold/min, 3 Tier II workers
- Deleting buildings stops upkeep and frees workforce
### Area Effects
Buildings can give positive/negative proximity modifiers:
- Shown by green/red arrows on placement
- Spinner gives income boost near buildings
- Polluters (e.g., Charcoal Burner) decrease happiness/health

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# Area Effects
**Entity Type:** SystemEntity
## Rules
- Buildings can give positive/negative proximity modifiers
- Shown by green/red arrows on placement
## Examples
| Building | Effect |
|----------|--------|
| Spinner | Income boost near buildings |
| Charcoal Burner | Decreases happiness/health (polluter) |

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# Diplomatic Trade
**Entity Type:** SystemEntity
## Description
Passive buy/sell orders at Trading Post with AI via treaties.
## Configuration
Set fixed buy/sell orders, price, quantity.
## Usage Patterns
- Monetize surplus production
- Import hard-to-get goods

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# Maintenance Model
**Entity Type:** SystemEntity
## Rules
- Nearly every building has ongoing gold + workforce maintenance
- Deleting buildings stops upkeep and frees workforce
## Examples
| Building | Gold/min | Workforce |
|----------|----------|-----------|
| Fishing Hut | -6 | 4 Tier I |
| Bakery | -14 | 3 Tier II |

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# Shipyard
**Entity Type:** SystemEntity
## Description
Ships are constructed in a Shipyard; construction consumes resources and time.
## Rules
- Insufficient workforce slows ship construction
- Save up to 2 custom designs per hull per shipyard (6 total)
- Ships cannot be refitted after building

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# Statistics Screen
**Entity Type:** SystemEntity
## Description
Use statistics to compare production vs consumption; overproduction flagged.
## Diagnostic
- **Green bar high:** Overproduction - export/demolish/disable
- **White bar high:** Shortage - add buildings or fix logistics
## Examples
"Too much Sheep" warning indicates overproduction.

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# Trade Routes
**Entity Type:** SystemEntity
## Description
Automated ship loop moving goods between islands.
## Configuration
1. Select ship
2. Enable Trade Route
3. Assign goods per cargo slot
4. Assign islands for load/unload
## Rules
- Route loops indefinitely
- Used to supply production chains across islands
## Usage Patterns
Specialize islands (agricultural vs industrial) and route goods accordingly.
## Common Pitfalls
Under-shipping (not enough cargo throughput) leads to need flicker and income oscillation.

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# Warehouse Cloud
**Entity Type:** SystemEntity
## Description
Shared island storage accessible via connected warehouses/trading post.
All buildings within range of a warehouse share access to the island's stored goods.

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# Troubleshooting
Common gameplay issues and their solutions.
## Playbooks
- [Income Bouncing](./income-bouncing.md) - "My income is bouncing up and down"
- [Too Much Sheep](./too-much-sheep.md) - "Game says I have too much Sheep"
- [Houses Not Upgrading](./houses-not-upgrading.md) - "Why are my houses not upgrading?"
## Quick Diagnostics
### Income Problems
1. Check upkeep spikes (new high-upkeep buildings)
2. Check need flicker (food/clothing stocks hitting zero)
3. Check workforce (red hammer = missing workers)
4. Open Statistics Screen for production vs consumption
### Production Issues
1. Verify raw material supply
2. Check transport distances
3. Ensure warehouse coverage
4. Match building ratios to chain requirements

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# Playbook: "Why are my houses not upgrading?"
## Diagnostic Steps
1. Ensure at least one need per category is met.
2. Ensure service buildings' area coverage includes houses (roads/range).
3. Ensure storage has the goods (not just "producing", but delivered).

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# Playbook: "My income is bouncing up and down"
## Diagnostic Steps
1. **Check upkeep spikes:** Did you place a high-upkeep building (e.g., Bakery)?
2. **Check need flicker:** Are food/clothing stocks dipping to zero intermittently? (storage/transport issue)
3. **Check workforce:** Look for red hammer / missing tier workers after upgrades.
4. **Open Statistics Screen:** Verify production vs consumption bars.
## Fix Priority
1. Tier I Food
2. Tier I Fashion
3. Tier II staple chains

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# Playbook: "Game says I have too much Sheep"
## Diagnostic Steps
1. Confirm overproduction in Statistics Screen.
2. Add/scale downstream processor (Felter) if present in your build.
3. Export surplus via trade routes or diplomatic orders.
4. Demolish/disable extra farms to stop upkeep drain.