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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.