split data in separate files
This commit is contained in:
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)
|
||||
Reference in New Issue
Block a user