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docs/schemas/_index.md
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docs/schemas/_index.md
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# Schemas
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Entity type definitions that describe the structure of all game elements.
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## Available Schemas
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- [Building](./building.md) - Production, service, and infrastructure buildings
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- [Good](./good.md) - Tradeable and consumable items
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- [PopulationTier](./population-tier.md) - Citizen classes and their needs
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- [ProductionChain](./production-chain.md) - Manufacturing sequences
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- [Specialist](./specialist.md) - Characters that modify building stats
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- [ShipHull](./ship-hull.md) - Ship base types
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- [ShipModule](./ship-module.md) - Ship equipment and upgrades
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docs/schemas/building.md
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docs/schemas/building.md
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# Schema: Building
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**Entity Type:** `Building`
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## Fields
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| Field | Type | Notes |
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|------|------|------|
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| id | string | stable anchor id |
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| name | string | display name |
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| category | string | Production / Service / Safety / Monument / etc. |
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| description | string | 1-2 lines max |
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| region | string | Latium / Albion (if region-specific) |
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| requiredPopulationTier | string | link to tier |
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| buildCost | object | `{ gold?, goods[] }` |
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| constructionTime | string | usually instant per research |
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| maintenance | object | `{ goldPerMin?, workforce[] }` |
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| workforce | array | `[{ tier, count }]` |
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| dimensions | string | base size, size with roads |
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| placementConstraints | array | coast/marsh/forest/fields/etc |
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| roadRequired | boolean | |
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| warehouseRequired | boolean | implies "in range of Warehouse/Trading Post" |
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| aqueductSupport | boolean | can be improved with aqueduct connection |
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| inputGoods | array | links to goods |
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| outputGoods | array | links to goods |
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| cycleTimeSeconds | number | production cycle time |
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| areaEffects | array | `{ type, value, target, radius? }` |
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| productionChain | array | links to chain(s) |
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| unlockCondition | string | tier, research, count, etc |
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| specialists | array | compatible specialists with their effects |
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| usagePatterns | string | short |
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| commonPitfalls | string | short |
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docs/schemas/good.md
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docs/schemas/good.md
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# Schema: Good
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**Entity Type:** `Good`
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## Fields
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| Field | Type | Notes |
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|------|------|------|
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| id | string | stable anchor id |
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| name | string | |
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| category | string | Food / Construction / Intermediate / etc |
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| usedFor | array | Construction, Consumption, Input, Trade |
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| providesAttributes | array | `{ attribute, value, consumer? }` |
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| buyPrice | number | purchase price in Dinare |
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| sellPrice | number | sale price in Dinare |
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| producedBy | array | building links |
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| consumedBy | array | building/tier links |
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| availableFrom | string | tier when good becomes available |
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docs/schemas/population-tier.md
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docs/schemas/population-tier.md
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# Schema: PopulationTier
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**Entity Type:** `PopulationTier`
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## Fields
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| Field | Type | Notes |
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|------|------|------|
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| id | string | stable anchor id |
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| name | string | tier name (e.g., Liberti, Plebeians) |
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| region | string | Latium / Albion |
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| workforceFraction | number | percentage of population providing labor (0.0-1.0) |
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| needsCategories | array | Food, Public Service, Fashion, etc. |
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| notes | string | general guidance |
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| commonPitfalls | string | common mistakes |
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docs/schemas/production-chain.md
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docs/schemas/production-chain.md
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# Schema: ProductionChain
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**Entity Type:** `ProductionChain`
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## Fields
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| Field | Type | Notes |
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|------|------|------|
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| id | string | stable anchor id |
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| name | string | chain name |
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| steps | array | `{ building, in[], out[], cycleSeconds }` |
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| recommendedRatios | array | `{ building, count }` |
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| bottlenecks | array | goods/buildings that commonly limit throughput |
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| notes | string | general guidance |
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docs/schemas/ship-hull.md
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docs/schemas/ship-hull.md
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# Schema: ShipHull
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**Entity Type:** `ShipHull`
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## Fields
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| Field | Type | Notes |
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|------|------|------|
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| id | string | stable anchor id |
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| name | string | hull name |
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| sizeClass | string | Small / Medium / Large |
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| moduleSlots | number | number of module slots available |
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| notes | string | characteristics and tradeoffs |
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docs/schemas/ship-module.md
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docs/schemas/ship-module.md
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# Schema: ShipModule
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**Entity Type:** `ShipModule`
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## Fields
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| Field | Type | Notes |
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|------|------|------|
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| id | string | stable anchor id |
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| name | string | module name |
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| effect | string | what the module does |
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| tradeoffs | string | costs or downsides |
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| notes | string | additional information |
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docs/schemas/specialist.md
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docs/schemas/specialist.md
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# Schema: Specialist
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**Entity Type:** `Specialist`
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## Fields
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| Field | Type | Notes |
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|------|------|------|
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| id | string | stable anchor id |
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| name | string | specialist name |
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| rarity | string | Common / Rare / Epic / Legendary |
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| category | string | Finance / Production / etc. |
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| slotType | string | type of slot required |
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| scope | string | what buildings/areas are affected |
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| effects | array | `{ type, target, value, scope }` |
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| improvesBuildings | array | building links |
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| stackRules | string | how effects stack with others |
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| usagePatterns | string | best practices |
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| commonPitfalls | string | common mistakes |
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