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38
docs/buildings/_index.md
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docs/buildings/_index.md
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# Buildings
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All production, service, and infrastructure buildings in Anno 117.
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## Categories
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### Raw Materials Production
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- [Woodcutter Hut](./woodcutter-hut.md) - Produces Logs from forest
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- [Oat Farm](./oat-farm.md) - Produces Oats
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- [Hemp Farm](./hemp-farm.md) - Produces Hemp
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- [Flax Farm (Albion)](./flax-farm-albion.md) - Produces Flax
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### Fisheries
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- [Fishing Hut (Latium)](./fishing-hut-latium.md) - Produces Sardines
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- [Mackerel Fishing Hut (Latium)](./mackerel-fishing-hut-latium.md) - Produces Mackerel
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- [Cockle Picker (Albion)](./cockle-picker-albion.md) - Produces Cockles
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- [Eel Grabber (Albion)](./eel-grabber-albion.md) - Produces Eels
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### Processing
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- [Sawmill](./sawmill.md) - Logs to Timber
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- [Porridge Stand](./porridge-stand.md) - Oats to Porridge
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- [Spinner](./spinner.md) - Hemp to Tunics
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- [Salt Gardens (Latium)](./salt-gardens-latium.md) - Produces Salt
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- [Garum Maker (Latium)](./garum-maker-latium.md) - Produces Garum
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### Food Production (Tier II)
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- [Bakery](./bakery.md) - Produces Bread
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## Placement Rules
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Most buildings require:
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- **Road connection** for goods transport
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- **Warehouse in range** for storage access
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- Some have **special constraints** (coast, marsh, forest, fields, fertility)
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## Schema Reference
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See [Building Schema](../schemas/building.md) for the complete field definitions.
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39
docs/buildings/bakery.md
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docs/buildings/bakery.md
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# Bakery
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**Entity Type:** Building
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## Properties
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| Field | Value |
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|-------|-------|
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| Category | Production / Food (Tier II) |
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| Required Tier | [Tier II](../population-tiers/tier-ii.md) |
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| Cycle Time | 60 seconds |
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## Description
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Produces Bread (Tier II staple); high upkeep.
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## Costs
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**Build Cost:** Unknown in supplied snippets
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**Maintenance:** -14 gold/min, 3 Tier II workers
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## Production
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**Input:** Flour + Charcoal (implied by chain text)
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**Output:** Bread
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## Production Chain
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[Bread Chain](../production-chains/bread.md)
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## Usage Patterns
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Only scale to actual consumption; bakeries are a common cashflow killer.
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## Common Pitfalls
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Overbuilding bakeries leads to negative income swings; missing charcoal leads to "mystery" bread shortages.
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docs/buildings/cockle-picker-albion.md
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docs/buildings/cockle-picker-albion.md
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# Cockle Picker (Albion)
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**Entity Type:** Building
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## Properties
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| Field | Value |
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|-------|-------|
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| Region | Albion |
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| Category | Production / Food (Fishery analogue) |
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| Required Tier | [Tier I](../population-tiers/tier-i.md) |
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## Description
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Coastal gatherer producing Cockles for Waders.
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## Costs
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**Build Cost:** Unknown (research says "similar to Fishing Hut")
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**Maintenance:** Unknown
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## Placement
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| Requirement | Value |
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|-------------|-------|
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| Constraints | Coast (Albion) |
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## Usage Patterns
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Albion starter food option.
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## Common Pitfalls
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Confusing coast vs marsh producers in Albion.
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docs/buildings/eel-grabber-albion.md
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docs/buildings/eel-grabber-albion.md
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# Eel Grabber (Albion)
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**Entity Type:** Building
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## Properties
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| Field | Value |
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|-------|-------|
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| Region | Albion |
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| Category | Production / Food (Marsh fishery) |
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| Required Tier | [Tier I](../population-tiers/tier-i.md) |
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| Cycle Time | Unknown (likely 60s per research wording; not asserted) |
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## Description
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Marshland fish producer (Eels).
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## Costs
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**Build Cost:** Unknown
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**Maintenance:** Unknown
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## Placement
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| Requirement | Value |
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|-------------|-------|
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| Constraints | Marshland placement required (Albion-specific) |
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## Usage Patterns
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Place in marsh; pair with coastal cockles early.
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## Common Pitfalls
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Trying to place on coast; this is a marsh-only building.
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docs/buildings/fishing-hut-latium.md
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docs/buildings/fishing-hut-latium.md
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# Fishing Hut (Latium)
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**Entity Type:** Building
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## Properties
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| Field | Value |
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|-------|-------|
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| Region | Latium |
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| Category | Production / Fishery |
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| Required Tier | [Liberti](../population-tiers/tier-i.md) |
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| Dimensions | 3x8 (base), 4x11 (with roads) |
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| Cycle Time | 60 seconds |
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## Description
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Coastal fishery producing Sardines.
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## Costs
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**Build Cost:** 2 Planks
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**Maintenance:** -6 gold, 4 Liberti workers
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## Placement
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| Requirement | Value |
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|-------------|-------|
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| Constraints | Harbor Area required |
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## Production
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**Input:** None
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**Output:** [Sardines](../goods/sardines.md)
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## Attributes Provided
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| Attribute | Value |
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|-----------|-------|
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| Population | +1 |
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| Income | +1 |
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## Production Chain
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[Tier I Food Chain](../production-chains/tier-i-food.md)
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## Specialists
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| Specialist | Effects |
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|------------|---------|
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| Servia Bellia | +25% productivity, +1 income area effect |
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| Netzangler | +10% productivity |
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| Umdenkerin | -25% workforce |
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| Venator der Artemis | -33% workforce, -66% maintenance |
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| Uiscarix | +1.5 income area effect |
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## Usage Patterns
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Cluster fisheries for specialist + area-effect stacking.
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## Common Pitfalls
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Overbuilt fisheries lead to gold bleed; also "need flicker" if storage/transport dips.
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docs/buildings/flax-farm-albion.md
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docs/buildings/flax-farm-albion.md
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# Flax Farm (Albion)
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**Entity Type:** Building
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## Properties
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| Field | Value |
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|-------|-------|
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| Region | Albion |
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| Category | Production / Farm |
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| Required Tier | Nobles (Tier 5 Celtic) |
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| Dimensions | 4x5 (base), 6x7 (with roads) |
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| Cycle Time | 90 seconds |
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| Aqueduct Support | Yes |
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## Description
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Produces Flax for clothing production chains.
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## Costs
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**Build Cost:** 1 Planks, 2 Bricks, 2 Concrete
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**Maintenance:** -8 gold, 3 Waders workers
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## Placement
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| Requirement | Value |
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|-------------|-------|
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| Constraints | Fields required |
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## Production
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**Input:** None
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**Output:** [Flax](../goods/flax.md)
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## Specialists
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| Specialist | Effects |
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|------------|---------|
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| Irrigator | -50% water consumption |
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| Excellent Hair Artist | +20% productivity for Wigs chain |
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| Princeps of Porphyry | +20% productivity for Togas chain |
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| Tullus Caecilius Cornutus | -40% workforce, -80% maintenance |
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| Casponia Casta | +25% productivity, +1 Flax every 10 cycles, +1 Faith area effect (requires Ceres as island god) |
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docs/buildings/garum-maker-latium.md
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docs/buildings/garum-maker-latium.md
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# Garum Maker (Latium)
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**Entity Type:** Building
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## Properties
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| Field | Value |
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|-------|-------|
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| Region | Latium |
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| Category | Production / Food Processing |
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| Required Tier | [Plebeians](../population-tiers/tier-ii.md) |
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## Description
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Produces Garum fish sauce from Mackerel and Salt.
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## Production
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**Input:** [Mackerel](../goods/mackerel.md), [Salt](../goods/salt.md)
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**Output:** [Garum](../goods/garum.md)
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## Specialists
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| Specialist | Effects |
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|------------|---------|
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| Fischdozentin | +10% productivity for Garum chain |
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docs/buildings/hemp-farm.md
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docs/buildings/hemp-farm.md
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# Hemp Farm
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**Entity Type:** Building
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## Properties
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| Field | Value |
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|-------|-------|
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| Category | Production / Agriculture |
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| Required Tier | [Tier I](../population-tiers/tier-i.md) |
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| Cycle Time | 60 seconds |
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## Description
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Produces Hemp for Tunics; uses fields; aqueduct optional.
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## Costs
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**Build Cost:** 2 Timber
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**Maintenance:** -4 gold/min, 3 Tier I workers
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## Placement
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| Requirement | Value |
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|-------------|-------|
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| Road Required | Yes |
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| Warehouse Required | Yes |
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| Constraints | Fields + correct fertility |
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## Production
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**Input:** None
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**Output:** [Hemp](../goods/hemp.md)
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## Production Chain
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[Tunics Chain](../production-chains/tunics.md)
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## Usage Patterns
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Keep close to Spinner; reduce hauling delays.
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## Common Pitfalls
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Too few fields or long hauling times leads to spinner starvation.
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45
docs/buildings/mackerel-fishing-hut-latium.md
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docs/buildings/mackerel-fishing-hut-latium.md
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# Mackerel Fishing Hut (Latium)
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**Entity Type:** Building
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## Properties
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| Field | Value |
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|-------|-------|
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| Region | Latium |
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| Category | Production / Fishery |
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| Required Tier | [Plebeians](../population-tiers/tier-ii.md) |
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| Dimensions | 4x9 (base), 6x13 (with roads) |
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| Cycle Time | 60 seconds |
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## Description
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Coastal fishery producing Mackerel for Garum production.
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## Costs
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**Build Cost:** 2 Planks, 1 Bricks
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**Maintenance:** -8 gold, 4 Liberti workers
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## Placement
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| Requirement | Value |
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|-------------|-------|
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| Constraints | Harbor Area required, Fish Population required |
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## Production
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**Input:** None
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**Output:** [Mackerel](../goods/mackerel.md)
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## Specialists
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| Specialist | Effects |
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|------------|---------|
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| Servia Bellia | +25% productivity |
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| Fischdozentin | +10% productivity for Garum chain |
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| Umdenkerin | -25% workforce, changes to Plebeian workforce |
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| Venator der Artemis | -33% workforce, -66% maintenance |
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| Uiscarix | +1.5 income area effect |
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48
docs/buildings/oat-farm.md
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docs/buildings/oat-farm.md
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# Oat Farm
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**Entity Type:** Building
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## Properties
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| Field | Value |
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|-------|-------|
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| Category | Production / Agriculture |
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| Required Tier | [Tier I](../population-tiers/tier-i.md) |
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| Construction Time | Instant |
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| Cycle Time | 60 seconds |
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## Description
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Produces Oats; uses field modules; aqueduct optional.
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## Costs
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**Build Cost:** 3 Timber
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**Maintenance:** -4 gold/min, 3 Tier I workers
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## Placement
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| Requirement | Value |
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|-------------|-------|
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| Road Required | Yes |
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| Warehouse Required | Yes |
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| Constraints | Requires fields; requires relevant fertility (oat/grain) |
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## Production
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**Input:** None
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**Output:** [Oats](../goods/oats.md)
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## Production Chain
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[Porridge Chain](../production-chains/porridge.md)
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## Usage Patterns
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Keep fields compact; warehouse nearby; consider aqueduct support.
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## Common Pitfalls
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|
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Insufficient fields/fertility leads to low output; long travel distance leads to apparent underproduction.
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48
docs/buildings/porridge-stand.md
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docs/buildings/porridge-stand.md
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# Porridge Stand
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**Entity Type:** Building
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## Properties
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| Field | Value |
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||||
|-------|-------|
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| Category | Production / Food |
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| Required Tier | [Tier I](../population-tiers/tier-i.md) |
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| Construction Time | Instant |
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| Cycle Time | 60 seconds |
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## Description
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Converts Oats to Porridge.
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## Costs
|
||||
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**Build Cost:** 2 Timber
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**Maintenance:** -8 gold/min, 2 Tier I workers
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||||
|
||||
## Placement
|
||||
|
||||
| Requirement | Value |
|
||||
|-------------|-------|
|
||||
| Road Required | Yes |
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||||
| Warehouse Required | Yes |
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||||
| Constraints | Needs road/warehouse |
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## Production
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**Input:** [Oats](../goods/oats.md)
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**Output:** [Porridge](../goods/porridge.md)
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## Production Chain
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||||
|
||||
[Porridge Chain](../production-chains/porridge.md)
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## Usage Patterns
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|
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Pair 1:1 with Oat Farms for balanced flow (both 60s).
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## Common Pitfalls
|
||||
|
||||
Oats delivered too slowly leads to porridge "flicker" and population drops.
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34
docs/buildings/salt-gardens-latium.md
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docs/buildings/salt-gardens-latium.md
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# Salt Gardens (Latium)
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**Entity Type:** Building
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||||
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||||
## Properties
|
||||
|
||||
| Field | Value |
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||||
|-------|-------|
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||||
| Region | Latium |
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||||
| Category | Production / Raw Materials |
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||||
| Required Tier | [Plebeians](../population-tiers/tier-ii.md) |
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||||
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||||
## Description
|
||||
|
||||
Coastal salt extraction facility.
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||||
## Placement
|
||||
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||||
| Requirement | Value |
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||||
|-------------|-------|
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||||
| Constraints | Harbor Area required |
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||||
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## Production
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||||
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||||
**Input:** None
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||||
**Output:** [Salt](../goods/salt.md)
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||||
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||||
## Specialists
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||||
|
||||
| Specialist | Effects |
|
||||
|------------|---------|
|
||||
| Servia Bellia | +25% productivity |
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||||
| Fischdozentin | +10% productivity for Garum chain |
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48
docs/buildings/sawmill.md
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docs/buildings/sawmill.md
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# Sawmill
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||||
|
||||
**Entity Type:** Building
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||||
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||||
## Properties
|
||||
|
||||
| Field | Value |
|
||||
|-------|-------|
|
||||
| Category | Production / Construction Materials |
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||||
| Required Tier | [Tier I](../population-tiers/tier-i.md) |
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||||
| Construction Time | Instant |
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||||
| Cycle Time | 30 seconds |
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||||
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||||
## Description
|
||||
|
||||
Converts Logs to Timber planks.
|
||||
|
||||
## Costs
|
||||
|
||||
**Build Cost:** 2 Timber
|
||||
|
||||
**Maintenance:** -5 gold/min, 2 Tier I workers
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||||
|
||||
## 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.
|
||||
45
docs/buildings/spinner.md
Normal file
45
docs/buildings/spinner.md
Normal file
@@ -0,0 +1,45 @@
|
||||
# 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.
|
||||
48
docs/buildings/woodcutter-hut.md
Normal file
48
docs/buildings/woodcutter-hut.md
Normal file
@@ -0,0 +1,48 @@
|
||||
# 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.
|
||||
29
docs/glossary.md
Normal file
29
docs/glossary.md
Normal file
@@ -0,0 +1,29 @@
|
||||
# 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.).
|
||||
31
docs/goods/_index.md
Normal file
31
docs/goods/_index.md
Normal file
@@ -0,0 +1,31 @@
|
||||
# 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.
|
||||
20
docs/goods/flax.md
Normal file
20
docs/goods/flax.md
Normal file
@@ -0,0 +1,20 @@
|
||||
# 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
|
||||
22
docs/goods/garum.md
Normal file
22
docs/goods/garum.md
Normal file
@@ -0,0 +1,22 @@
|
||||
# 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)
|
||||
20
docs/goods/hemp.md
Normal file
20
docs/goods/hemp.md
Normal file
@@ -0,0 +1,20 @@
|
||||
# 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)
|
||||
19
docs/goods/mackerel.md
Normal file
19
docs/goods/mackerel.md
Normal file
@@ -0,0 +1,19 @@
|
||||
# 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)
|
||||
20
docs/goods/oats.md
Normal file
20
docs/goods/oats.md
Normal file
@@ -0,0 +1,20 @@
|
||||
# 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)
|
||||
26
docs/goods/porridge.md
Normal file
26
docs/goods/porridge.md
Normal file
@@ -0,0 +1,26 @@
|
||||
# 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)
|
||||
17
docs/goods/salt.md
Normal file
17
docs/goods/salt.md
Normal file
@@ -0,0 +1,17 @@
|
||||
# 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)
|
||||
26
docs/goods/sardines.md
Normal file
26
docs/goods/sardines.md
Normal file
@@ -0,0 +1,26 @@
|
||||
# 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)
|
||||
20
docs/goods/timber.md
Normal file
20
docs/goods/timber.md
Normal file
@@ -0,0 +1,20 @@
|
||||
# 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)
|
||||
26
docs/goods/tunics.md
Normal file
26
docs/goods/tunics.md
Normal file
@@ -0,0 +1,26 @@
|
||||
# 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)
|
||||
45
docs/index.md
Normal file
45
docs/index.md
Normal file
@@ -0,0 +1,45 @@
|
||||
# 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.
|
||||
20
docs/monuments/_index.md
Normal file
20
docs/monuments/_index.md
Normal file
@@ -0,0 +1,20 @@
|
||||
# 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
|
||||
35
docs/monuments/amphitheatre.md
Normal file
35
docs/monuments/amphitheatre.md
Normal file
@@ -0,0 +1,35 @@
|
||||
# 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).
|
||||
25
docs/population-tiers/_index.md
Normal file
25
docs/population-tiers/_index.md
Normal file
@@ -0,0 +1,25 @@
|
||||
# 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.
|
||||
24
docs/population-tiers/tier-i.md
Normal file
24
docs/population-tiers/tier-i.md
Normal file
@@ -0,0 +1,24 @@
|
||||
# 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
|
||||
22
docs/population-tiers/tier-ii.md
Normal file
22
docs/population-tiers/tier-ii.md
Normal file
@@ -0,0 +1,22 @@
|
||||
# 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
|
||||
13
docs/population-tiers/tier-iii.md
Normal file
13
docs/population-tiers/tier-iii.md
Normal file
@@ -0,0 +1,13 @@
|
||||
# Tier III - Equites (Latium) / Higher Albion Tiers
|
||||
|
||||
**Entity Type:** PopulationTier
|
||||
|
||||
## Stats
|
||||
|
||||
| Field | Value |
|
||||
|-------|-------|
|
||||
| Workforce Fraction | 20% |
|
||||
|
||||
## Notes
|
||||
|
||||
Higher complexity; shortages cascade across chains.
|
||||
17
docs/population-tiers/tier-iv.md
Normal file
17
docs/population-tiers/tier-iv.md
Normal file
@@ -0,0 +1,17 @@
|
||||
# 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)
|
||||
27
docs/production-chains/_index.md
Normal file
27
docs/production-chains/_index.md
Normal file
@@ -0,0 +1,27 @@
|
||||
# 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
|
||||
20
docs/production-chains/bread.md
Normal file
20
docs/production-chains/bread.md
Normal file
@@ -0,0 +1,20 @@
|
||||
# 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
|
||||
20
docs/production-chains/porridge.md
Normal file
20
docs/production-chains/porridge.md
Normal file
@@ -0,0 +1,20 @@
|
||||
# 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
|
||||
15
docs/production-chains/tier-i-food.md
Normal file
15
docs/production-chains/tier-i-food.md
Normal file
@@ -0,0 +1,15 @@
|
||||
# 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.
|
||||
18
docs/production-chains/timber.md
Normal file
18
docs/production-chains/timber.md
Normal file
@@ -0,0 +1,18 @@
|
||||
# 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)
|
||||
18
docs/production-chains/tunics.md
Normal file
18
docs/production-chains/tunics.md
Normal file
@@ -0,0 +1,18 @@
|
||||
# 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.
|
||||
13
docs/schemas/_index.md
Normal file
13
docs/schemas/_index.md
Normal file
@@ -0,0 +1,13 @@
|
||||
# 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
|
||||
32
docs/schemas/building.md
Normal file
32
docs/schemas/building.md
Normal file
@@ -0,0 +1,32 @@
|
||||
# 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 |
|
||||
18
docs/schemas/good.md
Normal file
18
docs/schemas/good.md
Normal file
@@ -0,0 +1,18 @@
|
||||
# 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 |
|
||||
15
docs/schemas/population-tier.md
Normal file
15
docs/schemas/population-tier.md
Normal file
@@ -0,0 +1,15 @@
|
||||
# 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 |
|
||||
14
docs/schemas/production-chain.md
Normal file
14
docs/schemas/production-chain.md
Normal file
@@ -0,0 +1,14 @@
|
||||
# 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 |
|
||||
13
docs/schemas/ship-hull.md
Normal file
13
docs/schemas/ship-hull.md
Normal file
@@ -0,0 +1,13 @@
|
||||
# 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 |
|
||||
13
docs/schemas/ship-module.md
Normal file
13
docs/schemas/ship-module.md
Normal file
@@ -0,0 +1,13 @@
|
||||
# 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 |
|
||||
19
docs/schemas/specialist.md
Normal file
19
docs/schemas/specialist.md
Normal file
@@ -0,0 +1,19 @@
|
||||
# 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 |
|
||||
36
docs/ships/_index.md
Normal file
36
docs/ships/_index.md
Normal file
@@ -0,0 +1,36 @@
|
||||
# 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
|
||||
14
docs/ships/hulls/penteconter.md
Normal file
14
docs/ships/hulls/penteconter.md
Normal file
@@ -0,0 +1,14 @@
|
||||
# Penteconter
|
||||
|
||||
**Entity Type:** ShipHull
|
||||
|
||||
## Properties
|
||||
|
||||
| Field | Value |
|
||||
|-------|-------|
|
||||
| Size Class | Small |
|
||||
| Module Slots | 2 |
|
||||
|
||||
## Notes
|
||||
|
||||
Fewer slots; cheaper; likely faster acceleration.
|
||||
14
docs/ships/hulls/quinquireme.md
Normal file
14
docs/ships/hulls/quinquireme.md
Normal file
@@ -0,0 +1,14 @@
|
||||
# Quinquireme
|
||||
|
||||
**Entity Type:** ShipHull
|
||||
|
||||
## Properties
|
||||
|
||||
| Field | Value |
|
||||
|-------|-------|
|
||||
| Size Class | Large |
|
||||
| Module Slots | 4 |
|
||||
|
||||
## Notes
|
||||
|
||||
More capacity and HP; slower acceleration.
|
||||
14
docs/ships/hulls/trireme.md
Normal file
14
docs/ships/hulls/trireme.md
Normal file
@@ -0,0 +1,14 @@
|
||||
# Trireme
|
||||
|
||||
**Entity Type:** ShipHull
|
||||
|
||||
## Properties
|
||||
|
||||
| Field | Value |
|
||||
|-------|-------|
|
||||
| Size Class | Medium |
|
||||
| Module Slots | 3 |
|
||||
|
||||
## Notes
|
||||
|
||||
Balanced hull suitable for various purposes.
|
||||
11
docs/ships/modules/archer-tower.md
Normal file
11
docs/ships/modules/archer-tower.md
Normal file
@@ -0,0 +1,11 @@
|
||||
# Archer Tower
|
||||
|
||||
**Entity Type:** ShipModule
|
||||
|
||||
## Effect
|
||||
|
||||
Short-range multi-arrow attack (all-around)
|
||||
|
||||
## Tradeoffs
|
||||
|
||||
Requires more soldiers/crew.
|
||||
7
docs/ships/modules/mast.md
Normal file
7
docs/ships/modules/mast.md
Normal file
@@ -0,0 +1,7 @@
|
||||
# Mast
|
||||
|
||||
**Entity Type:** ShipModule
|
||||
|
||||
## Effect
|
||||
|
||||
+long-distance speed (wind)
|
||||
7
docs/ships/modules/onager.md
Normal file
7
docs/ships/modules/onager.md
Normal file
@@ -0,0 +1,7 @@
|
||||
# Onager
|
||||
|
||||
**Entity Type:** ShipModule
|
||||
|
||||
## Effect
|
||||
|
||||
Forward catapult (long range, high damage, low accuracy)
|
||||
7
docs/ships/modules/reinforced-hull.md
Normal file
7
docs/ships/modules/reinforced-hull.md
Normal file
@@ -0,0 +1,7 @@
|
||||
# Reinforced Hull
|
||||
|
||||
**Entity Type:** ShipModule
|
||||
|
||||
## Effect
|
||||
|
||||
+health/durability
|
||||
11
docs/ships/modules/rows.md
Normal file
11
docs/ships/modules/rows.md
Normal file
@@ -0,0 +1,11 @@
|
||||
# Rows (Oars)
|
||||
|
||||
**Entity Type:** ShipModule
|
||||
|
||||
## Effect
|
||||
|
||||
+base speed, acceleration, maneuver
|
||||
|
||||
## Tradeoffs
|
||||
|
||||
Consumes more crew than sails.
|
||||
7
docs/ships/modules/scorpio.md
Normal file
7
docs/ships/modules/scorpio.md
Normal file
@@ -0,0 +1,7 @@
|
||||
# Scorpio
|
||||
|
||||
**Entity Type:** ShipModule
|
||||
|
||||
## Effect
|
||||
|
||||
Side-mounted high-damage spears (medium range)
|
||||
28
docs/specialists/_index.md
Normal file
28
docs/specialists/_index.md
Normal file
@@ -0,0 +1,28 @@
|
||||
# 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
|
||||
39
docs/specialists/uiscarix.md
Normal file
39
docs/specialists/uiscarix.md
Normal file
@@ -0,0 +1,39 @@
|
||||
# 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.
|
||||
30
docs/systems/_index.md
Normal file
30
docs/systems/_index.md
Normal file
@@ -0,0 +1,30 @@
|
||||
# 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
|
||||
15
docs/systems/area-effects.md
Normal file
15
docs/systems/area-effects.md
Normal file
@@ -0,0 +1,15 @@
|
||||
# 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) |
|
||||
16
docs/systems/diplomatic-trade.md
Normal file
16
docs/systems/diplomatic-trade.md
Normal file
@@ -0,0 +1,16 @@
|
||||
# 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
|
||||
15
docs/systems/maintenance.md
Normal file
15
docs/systems/maintenance.md
Normal file
@@ -0,0 +1,15 @@
|
||||
# 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 |
|
||||
13
docs/systems/shipyard.md
Normal file
13
docs/systems/shipyard.md
Normal file
@@ -0,0 +1,13 @@
|
||||
# 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
|
||||
16
docs/systems/statistics-screen.md
Normal file
16
docs/systems/statistics-screen.md
Normal file
@@ -0,0 +1,16 @@
|
||||
# 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.
|
||||
27
docs/systems/trade-routes.md
Normal file
27
docs/systems/trade-routes.md
Normal file
@@ -0,0 +1,27 @@
|
||||
# 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.
|
||||
9
docs/systems/warehouse-cloud.md
Normal file
9
docs/systems/warehouse-cloud.md
Normal file
@@ -0,0 +1,9 @@
|
||||
# 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.
|
||||
23
docs/troubleshooting/_index.md
Normal file
23
docs/troubleshooting/_index.md
Normal file
@@ -0,0 +1,23 @@
|
||||
# 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
|
||||
9
docs/troubleshooting/houses-not-upgrading.md
Normal file
9
docs/troubleshooting/houses-not-upgrading.md
Normal file
@@ -0,0 +1,9 @@
|
||||
# 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).
|
||||
17
docs/troubleshooting/income-bouncing.md
Normal file
17
docs/troubleshooting/income-bouncing.md
Normal file
@@ -0,0 +1,17 @@
|
||||
# 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
|
||||
11
docs/troubleshooting/too-much-sheep.md
Normal file
11
docs/troubleshooting/too-much-sheep.md
Normal file
@@ -0,0 +1,11 @@
|
||||
# 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.
|
||||
Reference in New Issue
Block a user