split data in separate files

This commit is contained in:
2025-12-30 15:35:04 +01:00
parent d9782d7fee
commit 81f7f4065d
253 changed files with 98797 additions and 0 deletions

View 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.

View 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

View 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

View 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.

View 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)