diff --git a/docs/buildings/aleatorium-albion.md b/docs/buildings/aleatorium-albion.md new file mode 100644 index 0000000..4495b17 --- /dev/null +++ b/docs/buildings/aleatorium-albion.md @@ -0,0 +1,40 @@ +# Aleatorium (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Public Service | +| Region | Albion | +| Required Tier | [Elders](../population-tiers/elders.md) | +| Dimensions | 10x10 (14x14 with roads) | + +## Description + +Celtic gambling house that provides Happiness and Knowledge bonuses but reduces Health. + +## Costs + +**Build Cost:** 5000 Gold, 5 Timber, 15 Bricks, 5 Concrete + +**Maintenance:** Free (no maintenance) + +## Area Effects + +| Effect | Value | +|--------|-------| +| Happiness | +2 | +| Knowledge | +3 | +| Health | -2 | + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | + +## Related Buildings + +- [Aleatorium (Latium)](./aleatorium-latium.md) diff --git a/docs/buildings/aleatorium-latium.md b/docs/buildings/aleatorium-latium.md new file mode 100644 index 0000000..22809c3 --- /dev/null +++ b/docs/buildings/aleatorium-latium.md @@ -0,0 +1,40 @@ +# Aleatorium (Latium) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Public Service | +| Region | Latium | +| Required Tier | [Patricians](../population-tiers/patricians.md) | +| Dimensions | 10x10 (14x14 with roads) | + +## Description + +Gambling house that provides significant Happiness and Knowledge bonuses but reduces Health. + +## Costs + +**Build Cost:** 5000 Gold, 5 Timber, 15 Bricks, 5 Concrete + +**Maintenance:** Free (no maintenance) + +## Area Effects + +| Effect | Value | +|--------|-------| +| Happiness | +2 | +| Knowledge | +3 | +| Health | -2 | + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | + +## Related Buildings + +- [Aleatorium (Albion)](./aleatorium-albion.md) diff --git a/docs/buildings/aqueduct-albion.md b/docs/buildings/aqueduct-albion.md new file mode 100644 index 0000000..c5f4d5c --- /dev/null +++ b/docs/buildings/aqueduct-albion.md @@ -0,0 +1,34 @@ +# Aqueduct (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Infrastructure | +| Region | Albion | +| Required Tier | [Elders](../population-tiers/elders.md) | +| Dimensions | 1x1 (2x2 with roads) | + +## Description + +Transports water from collecting basins to cisterns in Albion. Priced and maintained per 10 blocks. + +## Costs (per 10 blocks) + +**Build Cost:** 250 Gold, 5 Timber, 5 Bricks, 5 Concrete + +**Maintenance:** -5 gold/min + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | No | + +## Related Buildings + +- [Collecting Basin (Albion)](./collecting-basin-albion.md) +- [Cistern (Albion)](./cistern-albion.md) +- [Aqueduct (Latium)](./aqueduct-latium.md) diff --git a/docs/buildings/aqueduct-latium.md b/docs/buildings/aqueduct-latium.md new file mode 100644 index 0000000..a6c2576 --- /dev/null +++ b/docs/buildings/aqueduct-latium.md @@ -0,0 +1,34 @@ +# Aqueduct (Latium) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Infrastructure | +| Region | Latium | +| Required Tier | [Patricians](../population-tiers/patricians.md) | +| Dimensions | 1x1 (2x2 with roads) | + +## Description + +Transports water from collecting basins to cisterns. Priced and maintained per 10 blocks. + +## Costs (per 10 blocks) + +**Build Cost:** 250 Gold, 5 Timber, 5 Bricks, 5 Concrete + +**Maintenance:** -5 gold/min + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | No | + +## Related Buildings + +- [Collecting Basin (Latium)](./collecting-basin-latium.md) +- [Cistern (Latium)](./cistern-latium.md) +- [Aqueduct (Albion)](./aqueduct-albion.md) diff --git a/docs/buildings/bakery-albion.md b/docs/buildings/bakery-albion.md new file mode 100644 index 0000000..b0d9122 --- /dev/null +++ b/docs/buildings/bakery-albion.md @@ -0,0 +1,60 @@ +# Bakery (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Kitchen | +| Region | Albion | +| Required Tier | [Smiths](../population-tiers/smiths.md) | +| Cycle Time | 60 seconds | +| Dimensions | 4x5 (6x7 with roads) | + +## Description + +Produces Bread from Flour, requiring Charcoal as fuel. A staple food for Celtic population. + +## Costs + +**Build Cost:** 1 Timber, 3 Bricks + +**Maintenance:** -14 gold/min, 3 Smiths + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +2 | +| Income | +1 | + +## Area Effects + +| Effect | Value | +|--------|-------| +| Income | +2 | +| Fire Safety | -2 | + +## Production + +**Input:** [Flour](../goods/flour.md), [Charcoal](../goods/charcoal.md) + +**Output:** [Bread](../goods/bread.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Production Chain + +[Bread Chain](../production-chains/bread.md) + +## Related Buildings + +- [Donkey Mill (Albion)](./donkey-mill-albion.md) +- [Charcoal Burner (Albion)](./charcoal-burner-albion.md) +- [Bakery (Latium)](./bakery-latium.md) diff --git a/docs/buildings/bakery-latium.md b/docs/buildings/bakery-latium.md new file mode 100644 index 0000000..4c90107 --- /dev/null +++ b/docs/buildings/bakery-latium.md @@ -0,0 +1,60 @@ +# Bakery (Latium) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Kitchen | +| Region | Latium | +| Required Tier | [Plebeians](../population-tiers/plebeians.md) | +| Cycle Time | 60 seconds | +| Dimensions | 4x5 (6x7 with roads) | + +## Description + +Produces Bread from Flour, requiring Charcoal as fuel. A staple food for Plebeians. + +## Costs + +**Build Cost:** 1 Timber, 3 Bricks + +**Maintenance:** -14 gold/min, 3 Plebeians + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +2 | +| Income | +1 | + +## Area Effects + +| Effect | Value | +|--------|-------| +| Income | +2 | +| Fire Safety | -2 | + +## Production + +**Input:** [Flour](../goods/flour.md), [Charcoal](../goods/charcoal.md) + +**Output:** [Bread](../goods/bread.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Production Chain + +[Bread Chain](../production-chains/bread.md) + +## Related Buildings + +- [Grain Mill (Latium)](./grain-mill-latium.md) +- [Charcoal Burner (Latium)](./charcoal-burner-latium.md) +- [Bakery (Albion)](./bakery-albion.md) diff --git a/docs/buildings/barley-farm-albion.md b/docs/buildings/barley-farm-albion.md new file mode 100644 index 0000000..2dd16d5 --- /dev/null +++ b/docs/buildings/barley-farm-albion.md @@ -0,0 +1,42 @@ +# Barley Farm (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Farm | +| Region | Albion | +| Required Tier | [Waders](../population-tiers/waders.md) | +| Cycle Time | 60 seconds | +| Dimensions | 5x5 (7x7 with roads) | + +## Description + +Cultivates Barley for beer production. Requires Barley fertility. + +## Costs + +**Build Cost:** 2 Timber, 1 Bricks + +**Maintenance:** -4 gold/min, 3 Waders + +## Production + +**Input:** None + +**Output:** [Barley](../goods/barley.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | +| Constraints | Fertility: Barley | + +## Related Buildings + +- [Malthouse (Albion)](./malthouse-albion.md) +- [Brewery (Albion)](./brewery-albion.md) diff --git a/docs/buildings/beekeeper-albion.md b/docs/buildings/beekeeper-albion.md new file mode 100644 index 0000000..eca2ed6 --- /dev/null +++ b/docs/buildings/beekeeper-albion.md @@ -0,0 +1,42 @@ +# Beekeeper (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Gatherer | +| Region | Albion | +| Required Tier | [Elders](../population-tiers/elders.md) | +| Cycle Time | 45 seconds | +| Dimensions | 5x5 (7x7 with roads) | + +## Description + +Produces Honey from meadows, used in Celtic mead and wine production. + +## Costs + +**Build Cost:** 1 Timber, 2 Bricks, 2 Concrete + +**Maintenance:** -14 gold/min, 3 Elders + +## Production + +**Input:** None + +**Output:** [Honey](../goods/honey.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | +| Constraints | Meadow placement required | + +## Related Buildings + +- [Vineyard (Albion)](./vineyard-albion.md) +- [Winery (Albion)](./winery-albion.md) diff --git a/docs/buildings/beekeeper-latium.md b/docs/buildings/beekeeper-latium.md new file mode 100644 index 0000000..1c2ca9a --- /dev/null +++ b/docs/buildings/beekeeper-latium.md @@ -0,0 +1,42 @@ +# Beekeeper (Latium) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Gatherer | +| Region | Latium | +| Required Tier | [Patricians](../population-tiers/patricians.md) | +| Cycle Time | 45 seconds | +| Dimensions | 5x5 (7x7 with roads) | + +## Description + +Produces Honey from meadows, used in wine production. + +## Costs + +**Build Cost:** 1 Timber, 3 Bricks, 2 Concrete + +**Maintenance:** -14 gold/min, 3 Patricians + +## Production + +**Input:** None + +**Output:** [Honey](../goods/honey.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | +| Constraints | Meadow placement required | + +## Related Buildings + +- [Vineyard (Latium)](./vineyard-latium.md) +- [Winery (Latium)](./winery-latium.md) diff --git a/docs/buildings/brewery-albion.md b/docs/buildings/brewery-albion.md new file mode 100644 index 0000000..dd7b016 --- /dev/null +++ b/docs/buildings/brewery-albion.md @@ -0,0 +1,57 @@ +# Brewery (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Manufactory | +| Region | Albion | +| Required Tier | [Waders](../population-tiers/waders.md) | +| Cycle Time | 60 seconds | +| Dimensions | 4x5 (6x7 with roads) | + +## Description + +Produces Beer from Malt, a staple beverage for Celtic population. + +## Costs + +**Build Cost:** 2 Timber, 2 Bricks + +**Maintenance:** -10 gold/min, 3 Waders + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +1 | +| Income | +1 | +| Health | -1 | +| Happiness | +2 | + +## Area Effects + +| Effect | Value | +|--------|-------| +| Happiness | +2 | +| Fire Safety | -2 | + +## Production + +**Input:** [Malt](../goods/malt.md) + +**Output:** [Beer](../goods/beer.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Related Buildings + +- [Malthouse (Albion)](./malthouse-albion.md) +- [Barley Farm (Albion)](./barley-farm-albion.md) diff --git a/docs/buildings/brine-boiler-latium.md b/docs/buildings/brine-boiler-latium.md new file mode 100644 index 0000000..b8a220e --- /dev/null +++ b/docs/buildings/brine-boiler-latium.md @@ -0,0 +1,48 @@ +# Brine Boiler (Latium) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Extractor | +| Region | Latium | +| Required Tier | [Patricians](../population-tiers/patricians.md) | +| Cycle Time | 60 seconds | +| Dimensions | 3x3 (4x4 with roads) | + +## Description + +Produces Lye from Salt, used in soap making. + +## Costs + +**Build Cost:** 1 Timber, 2 Bricks + +**Maintenance:** -10 gold/min, 3 Patricians + +## Area Effects + +| Effect | Value | +|--------|-------| +| Health | -2 | +| Happiness | -2 | + +## Production + +**Input:** [Salt](../goods/salt.md) + +**Output:** [Lye](../goods/lye.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Related Buildings + +- [Salt Gardens (Latium)](./salt-gardens-latium.md) +- [Soap Boiler (Latium)](./soap-boiler-latium.md) diff --git a/docs/buildings/bronze-smelter-albion.md b/docs/buildings/bronze-smelter-albion.md new file mode 100644 index 0000000..c8191c1 --- /dev/null +++ b/docs/buildings/bronze-smelter-albion.md @@ -0,0 +1,48 @@ +# Bronze Smelter (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Smelter | +| Region | Albion | +| Required Tier | [Smiths](../population-tiers/smiths.md) | +| Cycle Time | 60 seconds | +| Dimensions | 4x5 (5x7 with roads) | + +## Description + +Smelts Copper Ore and Tin Ore into Bronze for weapons and shields. + +## Costs + +**Build Cost:** 3 Timber, 2 Bricks + +**Maintenance:** -8 gold/min, 3 Smiths + +## Area Effects + +| Effect | Value | +|--------|-------| +| Health | -2 | + +## Production + +**Input:** [Copper Ore](../goods/copper-ore.md), [Tin Ore](../goods/tin-ore.md) + +**Output:** [Bronze](../goods/bronze.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Related Buildings + +- [Copper Mine (Albion)](./copper-mine-albion.md) +- [Tin Mine (Albion)](./tin-mine-albion.md) +- [Shield Beater (Albion)](./shield-beater-albion.md) diff --git a/docs/buildings/cheese-maker-albion.md b/docs/buildings/cheese-maker-albion.md new file mode 100644 index 0000000..903a720 --- /dev/null +++ b/docs/buildings/cheese-maker-albion.md @@ -0,0 +1,53 @@ +# Cheese Maker (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Kitchen | +| Region | Albion | +| Required Tier | [Waders](../population-tiers/waders.md) | +| Cycle Time | 120 seconds | +| Dimensions | 4x5 (6x7 with roads) | + +## Description + +Produces Cheese from Milk, a staple food for Celtic population. + +## Costs + +**Build Cost:** 2 Timber, 2 Bricks + +**Maintenance:** -10 gold/min, 4 Waders + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +2 | +| Income | +1 | + +## Area Effects + +| Effect | Value | +|--------|-------| +| Income | +2 | + +## Production + +**Input:** [Milk](../goods/milk.md) + +**Output:** [Cheese](../goods/cheese.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Related Buildings + +- [Ox Farm (Albion)](./ox-farm-albion.md) diff --git a/docs/buildings/cistern-albion.md b/docs/buildings/cistern-albion.md new file mode 100644 index 0000000..e3c5127 --- /dev/null +++ b/docs/buildings/cistern-albion.md @@ -0,0 +1,41 @@ +# Cistern (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Infrastructure | +| Region | Albion | +| Required Tier | [Elders](../population-tiers/elders.md) | +| Dimensions | 3x3 (4x4 with roads) | + +## Description + +Stores and distributes water to nearby buildings, providing Health and Fire Safety bonuses. + +## Costs + +**Build Cost:** 250 Gold, 5 Timber, 5 Bricks, 5 Concrete + +**Maintenance:** -26 gold/min + +## Area Effects + +| Effect | Value | +|--------|-------| +| Health | +3 | +| Fire Safety | +3 | + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | + +## Related Buildings + +- [Aqueduct (Albion)](./aqueduct-albion.md) +- [Collecting Basin (Albion)](./collecting-basin-albion.md) +- [Cistern (Latium)](./cistern-latium.md) diff --git a/docs/buildings/cistern-latium.md b/docs/buildings/cistern-latium.md new file mode 100644 index 0000000..e795891 --- /dev/null +++ b/docs/buildings/cistern-latium.md @@ -0,0 +1,41 @@ +# Cistern (Latium) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Infrastructure | +| Region | Latium | +| Required Tier | [Patricians](../population-tiers/patricians.md) | +| Dimensions | 3x3 (4x4 with roads) | + +## Description + +Stores and distributes water to nearby buildings, providing Health and Fire Safety bonuses. + +## Costs + +**Build Cost:** 250 Gold, 5 Timber, 5 Bricks, 5 Concrete + +**Maintenance:** -26 gold/min + +## Area Effects + +| Effect | Value | +|--------|-------| +| Health | +3 | +| Fire Safety | +3 | + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | + +## Related Buildings + +- [Aqueduct (Latium)](./aqueduct-latium.md) +- [Collecting Basin (Latium)](./collecting-basin-latium.md) +- [Cistern (Albion)](./cistern-albion.md) diff --git a/docs/buildings/clay-pit-latium.md b/docs/buildings/clay-pit-latium.md new file mode 100644 index 0000000..308c4db --- /dev/null +++ b/docs/buildings/clay-pit-latium.md @@ -0,0 +1,42 @@ +# Clay Pit (Latium) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Extractor | +| Region | Latium | +| Required Tier | [Plebeians](../population-tiers/plebeians.md) | +| Cycle Time | 30 seconds | +| Dimensions | 4x6 (6x8 with roads) | + +## Description + +Extracts Clay from riverbanks for pottery and brick production. + +## Costs + +**Build Cost:** 2 Timber + +**Maintenance:** -8 gold/min, 3 Plebeians + +## Production + +**Input:** None + +**Output:** [Clay](../goods/clay.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | +| Constraints | River placement required | + +## Related Buildings + +- [Potter (Latium)](./potter-latium.md) +- [Brickworks (Latium)](./brickworks-latium.md) diff --git a/docs/buildings/collecting-basin-albion.md b/docs/buildings/collecting-basin-albion.md new file mode 100644 index 0000000..313ec4f --- /dev/null +++ b/docs/buildings/collecting-basin-albion.md @@ -0,0 +1,35 @@ +# Collecting Basin (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Infrastructure | +| Region | Albion | +| Required Tier | [Elders](../population-tiers/elders.md) | +| Dimensions | 3x8 (4x11 with roads) | + +## Description + +Collects water from aqueducts to supply cisterns and water-dependent buildings. Requires mountain placement in Albion. + +## Costs + +**Build Cost:** 500 Gold, 10 Timber, 10 Bricks, 10 Concrete + +**Maintenance:** -26 gold/min + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Constraints | Mountain placement required | + +## Related Buildings + +- [Aqueduct (Albion)](./aqueduct-albion.md) +- [Cistern (Albion)](./cistern-albion.md) +- [Collecting Basin (Latium)](./collecting-basin-latium.md) diff --git a/docs/buildings/collecting-basin-latium.md b/docs/buildings/collecting-basin-latium.md new file mode 100644 index 0000000..2f11067 --- /dev/null +++ b/docs/buildings/collecting-basin-latium.md @@ -0,0 +1,34 @@ +# Collecting Basin (Latium) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Infrastructure | +| Region | Latium | +| Required Tier | [Patricians](../population-tiers/patricians.md) | +| Dimensions | 3x8 (4x11 with roads) | + +## Description + +Collects water from aqueducts to supply cisterns and water-dependent buildings. + +## Costs + +**Build Cost:** 500 Gold, 10 Timber, 10 Bricks, 10 Concrete + +**Maintenance:** -26 gold/min + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | + +## Related Buildings + +- [Aqueduct (Latium)](./aqueduct-latium.md) +- [Cistern (Latium)](./cistern-latium.md) +- [Collecting Basin (Albion)](./collecting-basin-albion.md) diff --git a/docs/buildings/competition-meadow-albion.md b/docs/buildings/competition-meadow-albion.md new file mode 100644 index 0000000..afa9e1d --- /dev/null +++ b/docs/buildings/competition-meadow-albion.md @@ -0,0 +1,40 @@ +# Competition Meadow (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Public Service | +| Region | Albion | +| Required Tier | [Waders](../population-tiers/waders.md) | +| Dimensions | 7x9 (10x13 with roads) | + +## Description + +Sports venue where Celtic competitions take place, providing multiple area bonuses. + +## Costs + +**Build Cost:** 1000 Gold, 10 Timber, 5 Bricks + +**Maintenance:** -16 gold/min + +## Area Effects + +| Effect | Value | +|--------|-------| +| Population | +1 | +| Happiness | +1 | +| Health | +1 | + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | + +## Related Buildings + +- [Fanum (Albion)](./fanum-albion.md) diff --git a/docs/buildings/copper-mine-albion.md b/docs/buildings/copper-mine-albion.md new file mode 100644 index 0000000..a3dd65d --- /dev/null +++ b/docs/buildings/copper-mine-albion.md @@ -0,0 +1,48 @@ +# Copper Mine (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Mine | +| Region | Albion | +| Required Tier | [Smiths](../population-tiers/smiths.md) | +| Cycle Time | 30 seconds | +| Dimensions | 3x8 (4x11 with roads) | + +## Description + +Extracts Copper Ore from mountain deposits for bronze production. + +## Costs + +**Build Cost:** 2 Timber, 2 Bricks + +**Maintenance:** -4 gold/min, 5 Smiths + +## Area Effects + +| Effect | Value | +|--------|-------| +| Health | -2 | + +## Production + +**Input:** None + +**Output:** [Copper Ore](../goods/copper-ore.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | +| Constraints | Mountain placement required, Deposit required | + +## Related Buildings + +- [Wire Twister (Albion)](./wire-twister-albion.md) +- [Bronze Smelter (Albion)](./bronze-smelter-albion.md) diff --git a/docs/buildings/donkey-mill-albion.md b/docs/buildings/donkey-mill-albion.md new file mode 100644 index 0000000..fb5459b --- /dev/null +++ b/docs/buildings/donkey-mill-albion.md @@ -0,0 +1,46 @@ +# Donkey Mill (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Extractor | +| Region | Albion | +| Required Tier | [Smiths](../population-tiers/smiths.md) | +| Cycle Time | 60 seconds | +| Dimensions | 3x3 (4x4 with roads) | + +## Description + +Donkey-powered mill that processes Wheat into Flour. Does not require river placement unlike the Latium Grain Mill. + +## Costs + +**Build Cost:** 1 Timber, 3 Bricks + +**Maintenance:** -8 gold/min, 3 Smiths + +## Production + +**Input:** [Wheat](../goods/wheat.md) + +**Output:** [Flour](../goods/flour.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Production Chain + +[Bread Chain](../production-chains/bread.md) + +## Related Buildings + +- [Wheat Farm (Albion)](./wheat-farm-albion.md) +- [Bakery (Albion)](./bakery-albion.md) +- [Grain Mill (Latium)](./grain-mill-latium.md) diff --git a/docs/buildings/fanum-albion.md b/docs/buildings/fanum-albion.md new file mode 100644 index 0000000..5587e03 --- /dev/null +++ b/docs/buildings/fanum-albion.md @@ -0,0 +1,40 @@ +# Fanum (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Public Service | +| Region | Albion | +| Required Tier | [Smiths](../population-tiers/smiths.md) | +| Dimensions | 7x7 (10x10 with roads) | + +## Description + +Celtic temple providing Faith and Happiness bonuses to nearby residences. + +## Costs + +**Build Cost:** 1500 Gold, 10 Timber, 5 Bricks + +**Maintenance:** -16 gold/min + +## Area Effects + +| Effect | Value | +|--------|-------| +| Faith | +2 | +| Happiness | +1 | + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | + +## Related Buildings + +- [Sanctuary (Latium)](./sanctuary-latium.md) +- [Temple (Albion)](./temple-albion.md) diff --git a/docs/buildings/grain-mill-latium.md b/docs/buildings/grain-mill-latium.md new file mode 100644 index 0000000..3a88de2 --- /dev/null +++ b/docs/buildings/grain-mill-latium.md @@ -0,0 +1,47 @@ +# Grain Mill (Latium) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Extractor | +| Region | Latium | +| Required Tier | [Plebeians](../population-tiers/plebeians.md) | +| Cycle Time | 30 seconds | +| Dimensions | 4x6 (6x8 with roads) | + +## Description + +Water-powered mill that processes Wheat into Flour. Must be placed adjacent to a river. + +## Costs + +**Build Cost:** 2 Timber, 2 Bricks + +**Maintenance:** -8 gold/min, 3 Plebeians + +## Production + +**Input:** [Wheat](../goods/wheat.md) + +**Output:** [Flour](../goods/flour.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | +| Constraints | River placement required | + +## Production Chain + +[Bread Chain](../production-chains/bread.md) + +## Related Buildings + +- [Wheat Farm (Latium)](./wheat-farm-latium.md) +- [Bakery (Latium)](./bakery-latium.md) +- [Donkey Mill (Albion)](./donkey-mill-albion.md) diff --git a/docs/buildings/grammaticus-albion.md b/docs/buildings/grammaticus-albion.md new file mode 100644 index 0000000..d3a4871 --- /dev/null +++ b/docs/buildings/grammaticus-albion.md @@ -0,0 +1,38 @@ +# Grammaticus (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Public Service | +| Region | Albion | +| Required Tier | [Smiths](../population-tiers/smiths.md) | +| Dimensions | 6x8 (8x11 with roads) | + +## Description + +Educational building that provides Knowledge bonuses to nearby Celtic residences. + +## Costs + +**Build Cost:** 1000 Gold, 5 Timber, 10 Bricks + +**Maintenance:** -16 gold/min + +## Area Effects + +| Effect | Value | +|--------|-------| +| Knowledge | +3 | + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | + +## Related Buildings + +- [Grammaticus (Latium)](./grammaticus-latium.md) diff --git a/docs/buildings/grammaticus-latium.md b/docs/buildings/grammaticus-latium.md new file mode 100644 index 0000000..52f9435 --- /dev/null +++ b/docs/buildings/grammaticus-latium.md @@ -0,0 +1,39 @@ +# Grammaticus (Latium) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Public Service | +| Region | Latium | +| Required Tier | [Plebeians](../population-tiers/plebeians.md) | +| Dimensions | 6x8 (8x11 with roads) | + +## Description + +Educational building that provides Knowledge bonuses to nearby residences. + +## Costs + +**Build Cost:** 1000 Gold, 5 Timber, 10 Bricks + +**Maintenance:** -16 gold/min + +## Area Effects + +| Effect | Value | +|--------|-------| +| Knowledge | +3 | + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | + +## Related Buildings + +- [Grammaticus (Albion)](./grammaticus-albion.md) +- [Library (Latium)](./library-latium.md) diff --git a/docs/buildings/hemp-farm-albion.md b/docs/buildings/hemp-farm-albion.md new file mode 100644 index 0000000..172c59a --- /dev/null +++ b/docs/buildings/hemp-farm-albion.md @@ -0,0 +1,41 @@ +# Hemp Farm (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Farm | +| Region | Albion | +| Required Tier | [Waders](../population-tiers/waders.md) | +| Cycle Time | 60 seconds | +| Dimensions | 3x4 (4x6 with roads) | + +## Description + +Cultivates Hemp for processing into Tunics in Albion. + +## Costs + +**Build Cost:** 2 Timber + +**Maintenance:** -4 gold/min, 3 Waders + +## Production + +**Input:** None + +**Output:** [Hemp](../goods/hemp.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Related Buildings + +- [Spinner (Albion)](./spinner-albion.md) +- [Hemp Farm (Latium)](./hemp-farm-latium.md) diff --git a/docs/buildings/hemp-farm-latium.md b/docs/buildings/hemp-farm-latium.md new file mode 100644 index 0000000..384974c --- /dev/null +++ b/docs/buildings/hemp-farm-latium.md @@ -0,0 +1,43 @@ +# Hemp Farm (Latium) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Farm | +| Region | Latium | +| Required Tier | [Plebeians](../population-tiers/plebeians.md) | +| Cycle Time | 60 seconds | +| Dimensions | 3x4 (4x6 with roads) | + +## Description + +Cultivates Hemp for processing into Tunics and Ropes. + +## Costs + +**Build Cost:** 2 Timber + +**Maintenance:** -4 gold/min, 3 Plebeians + +## Production + +**Input:** None (optionally benefits from Aqueduct) + +**Output:** [Hemp](../goods/hemp.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | +| Aqueduct Support | Yes (optional) | + +## Related Buildings + +- [Spinner (Latium)](./spinner-latium.md) +- [Ropemaker (Latium)](./ropemaker-latium.md) +- [Hemp Farm (Albion)](./hemp-farm-albion.md) diff --git a/docs/buildings/horner-albion.md b/docs/buildings/horner-albion.md new file mode 100644 index 0000000..a77d19f --- /dev/null +++ b/docs/buildings/horner-albion.md @@ -0,0 +1,54 @@ +# Horner (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Craftsman | +| Region | Albion | +| Required Tier | [Smiths](../population-tiers/smiths.md) | +| Cycle Time | 120 seconds | +| Dimensions | 3x5 (4x7 with roads) | + +## Description + +Produces Horns from Tin Ore, musical instruments for Celtic ceremonies. + +## Costs + +**Build Cost:** 3 Timber, 4 Bricks + +**Maintenance:** -12 gold/min, 3 Smiths + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +1 | +| Income | +2 | + +## Area Effects + +| Effect | Value | +|--------|-------| +| Happiness | +1 | +| Prestige | +1 | + +## Production + +**Input:** [Tin Ore](../goods/tin-ore.md) + +**Output:** [Horns](../goods/horns.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Related Buildings + +- [Tin Mine (Albion)](./tin-mine-albion.md) diff --git a/docs/buildings/lavender-farm-latium.md b/docs/buildings/lavender-farm-latium.md new file mode 100644 index 0000000..3c3b219 --- /dev/null +++ b/docs/buildings/lavender-farm-latium.md @@ -0,0 +1,47 @@ +# Lavender Farm (Latium) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Plantation | +| Region | Latium | +| Required Tier | [Patricians](../population-tiers/patricians.md) | +| Cycle Time | 120 seconds | +| Dimensions | 4x5 (6x7 with roads) | + +## Description + +Cultivates Lavender for use in soap production. Requires Lavender fertility. + +## Costs + +**Build Cost:** 2 Timber, 2 Bricks + +**Maintenance:** -6 gold/min, 4 Patricians + +## Area Effects + +| Effect | Value | +|--------|-------| +| Happiness | +1 | + +## Production + +**Input:** None + +**Output:** [Lavender](../goods/lavender.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | +| Constraints | Fertility: Lavender | + +## Related Buildings + +- [Soap Boiler (Latium)](./soap-boiler-latium.md) diff --git a/docs/buildings/malthouse-albion.md b/docs/buildings/malthouse-albion.md new file mode 100644 index 0000000..1a57760 --- /dev/null +++ b/docs/buildings/malthouse-albion.md @@ -0,0 +1,41 @@ +# Malthouse (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Manufactory | +| Region | Albion | +| Required Tier | [Waders](../population-tiers/waders.md) | +| Cycle Time | 30 seconds | +| Dimensions | 5x5 (7x7 with roads) | + +## Description + +Processes Barley into Malt for beer brewing. + +## Costs + +**Build Cost:** 3 Timber, 1 Bricks + +**Maintenance:** -8 gold/min, 4 Waders + +## Production + +**Input:** [Barley](../goods/barley.md) + +**Output:** [Malt](../goods/malt.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Related Buildings + +- [Barley Farm (Albion)](./barley-farm-albion.md) +- [Brewery (Albion)](./brewery-albion.md) diff --git a/docs/buildings/market-albion.md b/docs/buildings/market-albion.md new file mode 100644 index 0000000..182bde1 --- /dev/null +++ b/docs/buildings/market-albion.md @@ -0,0 +1,41 @@ +# Market (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Public Service | +| Region | Albion | +| Required Tier | [Waders](../population-tiers/waders.md) | +| Dimensions | 4x6 (6x8 with roads) | + +## Description + +Public service building that provides Population and Income area effects to nearby residences in Albion. + +## Costs + +**Build Cost:** 250 Gold, 5 Timber + +**Maintenance:** -10 gold/min + +## Area Effects + +| Effect | Value | +|--------|-------| +| Population | +1 | +| Income | +1 | + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Related Buildings + +- [Market (Latium)](./market-latium.md) +- [Singer's Hut (Albion)](./singers-hut-albion.md) diff --git a/docs/buildings/market-latium.md b/docs/buildings/market-latium.md new file mode 100644 index 0000000..9cfe84a --- /dev/null +++ b/docs/buildings/market-latium.md @@ -0,0 +1,41 @@ +# Market (Latium) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Public Service | +| Region | Latium | +| Required Tier | [Plebeians](../population-tiers/plebeians.md) | +| Dimensions | 5x6 (7x8 with roads) | + +## Description + +Public service building that provides Population and Income area effects to nearby residences. + +## Costs + +**Build Cost:** 250 Gold, 5 Timber + +**Maintenance:** -10 gold/min + +## Area Effects + +| Effect | Value | +|--------|-------| +| Population | +1 | +| Income | +1 | + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Related Buildings + +- [Market (Albion)](./market-albion.md) +- [Taberna (Latium)](./taberna-latium.md) diff --git a/docs/buildings/olive-grower-latium.md b/docs/buildings/olive-grower-latium.md new file mode 100644 index 0000000..c560876 --- /dev/null +++ b/docs/buildings/olive-grower-latium.md @@ -0,0 +1,41 @@ +# Olive Grower (Latium) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Plantation | +| Region | Latium | +| Required Tier | [Patricians](../population-tiers/patricians.md) | +| Cycle Time | 120 seconds | +| Dimensions | 4x4 (6x6 with roads) | + +## Description + +Cultivates Olives for pressing into Olive Oil. Requires Olive fertility. + +## Costs + +**Build Cost:** 1 Timber, 3 Bricks + +**Maintenance:** -6 gold/min, 4 Patricians + +## Production + +**Input:** None + +**Output:** [Olives](../goods/olives.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | +| Constraints | Fertility: Olives | + +## Related Buildings + +- [Olive Press (Latium)](./olive-press-latium.md) diff --git a/docs/buildings/olive-press-latium.md b/docs/buildings/olive-press-latium.md new file mode 100644 index 0000000..b55f721 --- /dev/null +++ b/docs/buildings/olive-press-latium.md @@ -0,0 +1,48 @@ +# Olive Press (Latium) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Manufactory | +| Region | Latium | +| Required Tier | [Patricians](../population-tiers/patricians.md) | +| Cycle Time | 90 seconds | +| Dimensions | 5x6 (7x8 with roads) | + +## Description + +Presses Olives into Olive Oil, an essential commodity for Patricians. + +## Costs + +**Build Cost:** 2 Timber, 3 Bricks + +**Maintenance:** -16 gold/min, 5 Patricians + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +1 | +| Income | +1 | +| Health | +1 | + +## Production + +**Input:** [Olives](../goods/olives.md) + +**Output:** [Olive Oil](../goods/olive-oil.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Related Buildings + +- [Olive Grower (Latium)](./olive-grower-latium.md) diff --git a/docs/buildings/ox-farm-albion.md b/docs/buildings/ox-farm-albion.md new file mode 100644 index 0000000..97584d6 --- /dev/null +++ b/docs/buildings/ox-farm-albion.md @@ -0,0 +1,47 @@ +# Ox Farm (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Animal Farm | +| Region | Albion | +| Required Tier | [Waders](../population-tiers/waders.md) | +| Cycle Time | 60 seconds | +| Dimensions | 5x7 (7x10 with roads) | + +## Description + +Raises Oxen to produce Milk for cheese production. Requires marsh placement. + +## Costs + +**Build Cost:** 3 Timber, 2 Bricks + +**Maintenance:** -4 gold/min, 4 Waders + +## Area Effects + +| Effect | Value | +|--------|-------| +| Health | -2 | + +## Production + +**Input:** None + +**Output:** [Milk](../goods/milk.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | +| Constraints | Marsh placement required | + +## Related Buildings + +- [Cheese Maker (Albion)](./cheese-maker-albion.md) diff --git a/docs/buildings/pig-farm-albion.md b/docs/buildings/pig-farm-albion.md new file mode 100644 index 0000000..80ac27f --- /dev/null +++ b/docs/buildings/pig-farm-albion.md @@ -0,0 +1,48 @@ +# Pig Farm (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Animal Farm | +| Region | Albion | +| Required Tier | [Smiths](../population-tiers/smiths.md) | +| Cycle Time | 30 seconds | +| Dimensions | 3x4 (4x6 with roads) | + +## Description + +Raises pigs to produce Pork for further processing into leather and sausages. + +## Costs + +**Build Cost:** 1 Timber, 2 Bricks + +**Maintenance:** -6 gold/min, 3 Smiths + +## Area Effects + +| Effect | Value | +|--------|-------| +| Health | -2 | + +## Production + +**Input:** None + +**Output:** [Pork](../goods/pork.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Related Buildings + +- [Pig Farm (Latium)](./pig-farm-latium.md) +- [Tannery (Albion)](./tannery-albion.md) +- [Salsicium (Albion)](./salsicium-albion.md) diff --git a/docs/buildings/pig-farm-latium.md b/docs/buildings/pig-farm-latium.md new file mode 100644 index 0000000..6bc63f4 --- /dev/null +++ b/docs/buildings/pig-farm-latium.md @@ -0,0 +1,48 @@ +# Pig Farm (Latium) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Animal Farm | +| Region | Latium | +| Required Tier | [Plebeians](../population-tiers/plebeians.md) | +| Cycle Time | 30 seconds | +| Dimensions | 3x4 (4x6 with roads) | + +## Description + +Raises pigs to produce Pork for further processing into leather and sausages. + +## Costs + +**Build Cost:** 1 Timber, 2 Bricks + +**Maintenance:** -6 gold/min, 3 Plebeians + +## Area Effects + +| Effect | Value | +|--------|-------| +| Health | -2 | + +## Production + +**Input:** None + +**Output:** [Pork](../goods/pork.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Related Buildings + +- [Pig Farm (Albion)](./pig-farm-albion.md) +- [Tannery (Latium)](./tannery-latium.md) +- [Salsicium (Albion)](./salsicium-albion.md) diff --git a/docs/buildings/pileus-felter-latium.md b/docs/buildings/pileus-felter-latium.md new file mode 100644 index 0000000..4f3b581 --- /dev/null +++ b/docs/buildings/pileus-felter-latium.md @@ -0,0 +1,53 @@ +# Pileus Felter (Latium) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Craftsman | +| Region | Latium | +| Required Tier | [Plebeians](../population-tiers/plebeians.md) | +| Cycle Time | 60 seconds | +| Dimensions | 3x4 (4x6 with roads) | + +## Description + +Produces Felt Caps (Pileus) from Wool, a clothing item for Plebeians. + +## Costs + +**Build Cost:** 2 Timber + +**Maintenance:** -8 gold/min, 3 Plebeians + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +1 | +| Income | +1 | + +## Area Effects + +| Effect | Value | +|--------|-------| +| Income | +1 | + +## Production + +**Input:** [Wool](../goods/wool.md) + +**Output:** [Felt Caps](../goods/felt-caps.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Related Buildings + +- [Sheep Farm (Latium)](./sheep-farm-latium.md) diff --git a/docs/buildings/potter-albion.md b/docs/buildings/potter-albion.md new file mode 100644 index 0000000..613f8b8 --- /dev/null +++ b/docs/buildings/potter-albion.md @@ -0,0 +1,56 @@ +# Potter (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Manufactory | +| Region | Albion | +| Required Tier | [Elders](../population-tiers/elders.md) | +| Cycle Time | 60 seconds | +| Dimensions | 4x5 (6x7 with roads) | + +## Description + +Produces Pottery from Clay and Resin, a household item for Celtic population. + +## Costs + +**Build Cost:** 2 Timber, 2 Bricks + +**Maintenance:** -14 gold/min, 4 Elders + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +2 | +| Income | +1 | + +## Area Effects + +| Effect | Value | +|--------|-------| +| Prestige | +1 | +| Fire Safety | -2 | + +## Production + +**Input:** [Clay](../goods/clay.md), [Resin](../goods/resin.md) + +**Output:** [Pottery](../goods/pottery.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Related Buildings + +- [Mud Dryer (Albion)](./mud-dryer-albion.md) +- [Resin Tapper (Albion)](./resin-tapper-albion.md) +- [Potter (Latium)](./potter-latium.md) diff --git a/docs/buildings/potter-latium.md b/docs/buildings/potter-latium.md new file mode 100644 index 0000000..8887c81 --- /dev/null +++ b/docs/buildings/potter-latium.md @@ -0,0 +1,56 @@ +# Potter (Latium) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Manufactory | +| Region | Latium | +| Required Tier | [Patricians](../population-tiers/patricians.md) | +| Cycle Time | 60 seconds | +| Dimensions | 4x5 (6x7 with roads) | + +## Description + +Produces Pottery from Clay and Resin, a household item for Patricians. + +## Costs + +**Build Cost:** 2 Timber, 2 Bricks + +**Maintenance:** -14 gold/min, 4 Patricians + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +2 | +| Income | +1 | + +## Area Effects + +| Effect | Value | +|--------|-------| +| Prestige | +1 | +| Fire Safety | -2 | + +## Production + +**Input:** [Clay](../goods/clay.md), [Resin](../goods/resin.md) + +**Output:** [Pottery](../goods/pottery.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Related Buildings + +- [Clay Pit (Latium)](./clay-pit-latium.md) +- [Resin Tapper (Latium)](./resin-tapper-latium.md) +- [Potter (Albion)](./potter-albion.md) diff --git a/docs/buildings/reed-collector-albion.md b/docs/buildings/reed-collector-albion.md new file mode 100644 index 0000000..b6652ce --- /dev/null +++ b/docs/buildings/reed-collector-albion.md @@ -0,0 +1,41 @@ +# Reed Collector (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Gatherer | +| Region | Albion | +| Required Tier | [Waders](../population-tiers/waders.md) | +| Cycle Time | 60 seconds | +| Dimensions | 4x4 (6x6 with roads) | + +## Description + +Harvests Reeds from marshlands for production of woven shoes and other goods. + +## Costs + +**Build Cost:** 2 Timber + +**Maintenance:** -2 gold/min, 4 Waders + +## Production + +**Input:** None + +**Output:** [Reeds](../goods/reeds.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | +| Constraints | Marsh placement required | + +## Related Buildings + +- [Shoe Weaver (Albion)](./shoe-weaver-albion.md) diff --git a/docs/buildings/resin-tapper-latium.md b/docs/buildings/resin-tapper-latium.md new file mode 100644 index 0000000..66bece2 --- /dev/null +++ b/docs/buildings/resin-tapper-latium.md @@ -0,0 +1,41 @@ +# Resin Tapper (Latium) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Forest Camp | +| Region | Latium | +| Required Tier | [Patricians](../population-tiers/patricians.md) | +| Cycle Time | 60 seconds | +| Dimensions | 5x5 (7x7 with roads) | + +## Description + +Extracts Resin from trees in forested areas. Requires deposit and forest placement. + +## Costs + +**Build Cost:** 2 Timber, 2 Bricks + +**Maintenance:** -8 gold/min, 3 Patricians + +## Production + +**Input:** None + +**Output:** [Resin](../goods/resin.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | +| Constraints | Forest placement required, Deposit required | + +## Related Buildings + +- [Potter (Latium)](./potter-latium.md) diff --git a/docs/buildings/sanctuary-latium.md b/docs/buildings/sanctuary-latium.md new file mode 100644 index 0000000..e77031d --- /dev/null +++ b/docs/buildings/sanctuary-latium.md @@ -0,0 +1,39 @@ +# Sanctuary (Latium) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Public Service | +| Region | Latium | +| Required Tier | [Plebeians](../population-tiers/plebeians.md) | +| Dimensions | 6x10 (8x14 with roads) | + +## Description + +Religious building that provides Faith and Happiness bonuses to nearby residences. + +## Costs + +**Build Cost:** 1500 Gold, 10 Timber, 5 Bricks + +**Maintenance:** -26 gold/min + +## Area Effects + +| Effect | Value | +|--------|-------| +| Faith | +1 | +| Happiness | +2 | + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | + +## Related Buildings + +- [Temple (Latium)](./temple-latium.md) diff --git a/docs/buildings/sandal-maker-latium.md b/docs/buildings/sandal-maker-latium.md new file mode 100644 index 0000000..570dfea --- /dev/null +++ b/docs/buildings/sandal-maker-latium.md @@ -0,0 +1,55 @@ +# Sandal Maker (Latium) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Cloth Dealer | +| Region | Latium | +| Required Tier | [Plebeians](../population-tiers/plebeians.md) | +| Cycle Time | 120 seconds | +| Dimensions | 3x4 (4x6 with roads) | + +## Description + +Produces Sandals from Leather, a footwear item for Plebeians. + +## Costs + +**Build Cost:** 2 Timber, 2 Bricks + +**Maintenance:** -12 gold/min, 3 Plebeians + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +1 | +| Income | +2 | + +## Area Effects + +| Effect | Value | +|--------|-------| +| Income | +1 | +| Prestige | +2 | + +## Production + +**Input:** [Leather](../goods/leather.md) + +**Output:** [Sandals](../goods/sandals.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Related Buildings + +- [Tannery (Latium)](./tannery-latium.md) +- [Pig Farm (Latium)](./pig-farm-latium.md) diff --git a/docs/buildings/sheep-farm-albion.md b/docs/buildings/sheep-farm-albion.md new file mode 100644 index 0000000..360e0ca --- /dev/null +++ b/docs/buildings/sheep-farm-albion.md @@ -0,0 +1,42 @@ +# Sheep Farm (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Animal Farm | +| Region | Albion | +| Required Tier | [Smiths](../population-tiers/smiths.md) | +| Cycle Time | 30 seconds | +| Dimensions | 3x3 (4x4 with roads) | + +## Description + +Raises sheep to produce Wool for further processing into Celtic clothing. + +## Costs + +**Build Cost:** 2 Timber + +**Maintenance:** -4 gold/min, 3 Smiths + +## Production + +**Input:** None + +**Output:** [Wool](../goods/wool.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Related Buildings + +- [Sheep Farm (Latium)](./sheep-farm-latium.md) +- [Woad Plant (Albion)](./woad-plant-albion.md) +- [Trouser Maker (Albion)](./trouser-maker-albion.md) diff --git a/docs/buildings/sheep-farm-latium.md b/docs/buildings/sheep-farm-latium.md new file mode 100644 index 0000000..1040f8f --- /dev/null +++ b/docs/buildings/sheep-farm-latium.md @@ -0,0 +1,41 @@ +# Sheep Farm (Latium) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Animal Farm | +| Region | Latium | +| Required Tier | [Plebeians](../population-tiers/plebeians.md) | +| Cycle Time | 30 seconds | +| Dimensions | 3x3 (4x4 with roads) | + +## Description + +Raises sheep to produce Wool for further processing into clothing and felt products. + +## Costs + +**Build Cost:** 2 Timber + +**Maintenance:** -4 gold/min, 3 Plebeians + +## Production + +**Input:** None (optionally benefits from Silo) + +**Output:** [Wool](../goods/wool.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Related Buildings + +- [Sheep Farm (Albion)](./sheep-farm-albion.md) +- [Pileus Felter (Latium)](./pileus-felter-latium.md) diff --git a/docs/buildings/shield-beater-albion.md b/docs/buildings/shield-beater-albion.md new file mode 100644 index 0000000..52488f4 --- /dev/null +++ b/docs/buildings/shield-beater-albion.md @@ -0,0 +1,54 @@ +# Shield Beater (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Workshop | +| Region | Albion | +| Required Tier | [Smiths](../population-tiers/smiths.md) | +| Cycle Time | 90 seconds | +| Dimensions | 4x4 (5x5 with roads) | + +## Description + +Produces Celtic Shields from Bronze. + +## Costs + +**Build Cost:** 2 Timber, 3 Bricks + +**Maintenance:** -14 gold/min, 4 Smiths + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +1 | +| Income | +2 | + +## Area Effects + +| Effect | Value | +|--------|-------| +| Happiness | +1 | +| Prestige | +1 | + +## Production + +**Input:** [Bronze](../goods/bronze.md) + +**Output:** [Shields](../goods/shields.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Related Buildings + +- [Bronze Smelter (Albion)](./bronze-smelter-albion.md) diff --git a/docs/buildings/shoe-weaver-albion.md b/docs/buildings/shoe-weaver-albion.md new file mode 100644 index 0000000..57b8c2d --- /dev/null +++ b/docs/buildings/shoe-weaver-albion.md @@ -0,0 +1,53 @@ +# Shoe Weaver (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Cloth Dealer | +| Region | Albion | +| Required Tier | [Waders](../population-tiers/waders.md) | +| Cycle Time | 120 seconds | +| Dimensions | 3x4 (4x6 with roads) | + +## Description + +Produces Woven Shoes from Reeds, a basic footwear item for Celtic population. + +## Costs + +**Build Cost:** 3 Timber + +**Maintenance:** -8 gold/min, 2 Waders + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +1 | +| Income | +1 | + +## Area Effects + +| Effect | Value | +|--------|-------| +| Income | +1 | + +## Production + +**Input:** [Reeds](../goods/reeds.md) + +**Output:** [Woven Shoes](../goods/woven-shoes.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Related Buildings + +- [Reed Collector (Albion)](./reed-collector-albion.md) diff --git a/docs/buildings/singers-hut-albion.md b/docs/buildings/singers-hut-albion.md new file mode 100644 index 0000000..cf1c160 --- /dev/null +++ b/docs/buildings/singers-hut-albion.md @@ -0,0 +1,41 @@ +# Singer's Hut (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Public Service | +| Region | Albion | +| Required Tier | [Waders](../population-tiers/waders.md) | +| Dimensions | 5x5 (7x7 with roads) | + +## Description + +Public service building that provides Population and Happiness area effects to nearby Celtic residences. + +## Costs + +**Build Cost:** 250 Gold, 5 Timber + +**Maintenance:** -8 gold/min + +## Area Effects + +| Effect | Value | +|--------|-------| +| Population | +1 | +| Happiness | +1 | + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Related Buildings + +- [Market (Albion)](./market-albion.md) +- [Taberna (Latium)](./taberna-latium.md) diff --git a/docs/buildings/soap-boiler-latium.md b/docs/buildings/soap-boiler-latium.md new file mode 100644 index 0000000..a2ddb39 --- /dev/null +++ b/docs/buildings/soap-boiler-latium.md @@ -0,0 +1,55 @@ +# Soap Boiler (Latium) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Manufactory | +| Region | Latium | +| Required Tier | [Patricians](../population-tiers/patricians.md) | +| Cycle Time | 60 seconds | +| Dimensions | 3x4 (4x6 with roads) | + +## Description + +Produces Soap from Lavender and Lye, a hygiene product for Patricians. + +## Costs + +**Build Cost:** 2 Timber, 1 Bricks + +**Maintenance:** -12 gold/min, 3 Patricians + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +1 | +| Income | +2 | + +## Area Effects + +| Effect | Value | +|--------|-------| +| Health | +1 | +| Fire Safety | -1 | + +## Production + +**Input:** [Lavender](../goods/lavender.md), [Lye](../goods/lye.md) + +**Output:** [Soap](../goods/soap.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Related Buildings + +- [Lavender Farm (Latium)](./lavender-farm-latium.md) +- [Brine Boiler (Latium)](./brine-boiler-latium.md) diff --git a/docs/buildings/spinner-albion.md b/docs/buildings/spinner-albion.md new file mode 100644 index 0000000..d3e74a7 --- /dev/null +++ b/docs/buildings/spinner-albion.md @@ -0,0 +1,53 @@ +# Spinner (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Cloth Dealer | +| Region | Albion | +| Required Tier | [Waders](../population-tiers/waders.md) | +| Cycle Time | 60 seconds | +| Dimensions | 3x4 (4x6 with roads) | + +## Description + +Produces Tunics from Hemp, a basic clothing item for Celtic population. + +## Costs + +**Build Cost:** 2 Timber + +**Maintenance:** -8 gold/min, 2 Waders + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Income | +2 | + +## Area Effects + +| Effect | Value | +|--------|-------| +| Income | +1 | + +## Production + +**Input:** [Hemp](../goods/hemp.md) + +**Output:** [Tunics](../goods/tunics.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Related Buildings + +- [Hemp Farm (Albion)](./hemp-farm-albion.md) +- [Spinner (Latium)](./spinner-latium.md) diff --git a/docs/buildings/spinner-latium.md b/docs/buildings/spinner-latium.md new file mode 100644 index 0000000..68f5e42 --- /dev/null +++ b/docs/buildings/spinner-latium.md @@ -0,0 +1,53 @@ +# Spinner (Latium) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Cloth Dealer | +| Region | Latium | +| Required Tier | [Plebeians](../population-tiers/plebeians.md) | +| Cycle Time | 60 seconds | +| Dimensions | 3x4 (4x6 with roads) | + +## Description + +Produces Tunics from Hemp, a basic clothing item for Plebeians. + +## Costs + +**Build Cost:** 2 Timber + +**Maintenance:** -8 gold/min, 3 Plebeians + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Income | +2 | + +## Area Effects + +| Effect | Value | +|--------|-------| +| Income | +1 | + +## Production + +**Input:** [Hemp](../goods/hemp.md) + +**Output:** [Tunics](../goods/tunics.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Related Buildings + +- [Hemp Farm (Latium)](./hemp-farm-latium.md) +- [Spinner (Albion)](./spinner-albion.md) diff --git a/docs/buildings/taberna-latium.md b/docs/buildings/taberna-latium.md new file mode 100644 index 0000000..966434c --- /dev/null +++ b/docs/buildings/taberna-latium.md @@ -0,0 +1,40 @@ +# Taberna (Latium) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Public Service | +| Region | Latium | +| Required Tier | [Plebeians](../population-tiers/plebeians.md) | +| Dimensions | 4x6 (6x8 with roads) | + +## Description + +Public service building that provides Population and Happiness area effects to nearby residences. + +## Costs + +**Build Cost:** 250 Gold, 5 Timber + +**Maintenance:** -10 gold/min + +## Area Effects + +| Effect | Value | +|--------|-------| +| Population | +1 | +| Happiness | +1 | + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Related Buildings + +- [Market (Latium)](./market-latium.md) diff --git a/docs/buildings/tannery-albion.md b/docs/buildings/tannery-albion.md new file mode 100644 index 0000000..fa009a8 --- /dev/null +++ b/docs/buildings/tannery-albion.md @@ -0,0 +1,48 @@ +# Tannery (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Workshop | +| Region | Albion | +| Required Tier | [Smiths](../population-tiers/smiths.md) | +| Cycle Time | 60 seconds | +| Dimensions | 3x4 (4x6 with roads) | + +## Description + +Processes Pork into Leather for use in Celtic clothing and armor. + +## Costs + +**Build Cost:** 2 Timber, 2 Bricks + +**Maintenance:** -10 gold/min, 3 Smiths + +## Area Effects + +| Effect | Value | +|--------|-------| +| Health | -2 | + +## Production + +**Input:** [Pork](../goods/pork.md) + +**Output:** [Leather](../goods/leather.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Related Buildings + +- [Pig Farm (Albion)](./pig-farm-albion.md) +- [Armourer (Albion)](./armourer-albion.md) +- [Tannery (Latium)](./tannery-latium.md) diff --git a/docs/buildings/tannery-latium.md b/docs/buildings/tannery-latium.md new file mode 100644 index 0000000..dc877ad --- /dev/null +++ b/docs/buildings/tannery-latium.md @@ -0,0 +1,49 @@ +# Tannery (Latium) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Workshop | +| Region | Latium | +| Required Tier | [Plebeians](../population-tiers/plebeians.md) | +| Cycle Time | 60 seconds | +| Dimensions | 3x4 (4x6 with roads) | + +## Description + +Processes Pork into Leather for use in sandals, armor, and other products. + +## Costs + +**Build Cost:** 2 Timber, 2 Bricks + +**Maintenance:** -10 gold/min, 3 Plebeians + +## Area Effects + +| Effect | Value | +|--------|-------| +| Health | -2 | + +## Production + +**Input:** [Pork](../goods/pork.md) + +**Output:** [Leather](../goods/leather.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Related Buildings + +- [Pig Farm (Latium)](./pig-farm-latium.md) +- [Sandal Maker (Latium)](./sandal-maker-latium.md) +- [Armourer (Latium)](./armourer-latium.md) +- [Tannery (Albion)](./tannery-albion.md) diff --git a/docs/buildings/theater-albion.md b/docs/buildings/theater-albion.md new file mode 100644 index 0000000..5e95b32 --- /dev/null +++ b/docs/buildings/theater-albion.md @@ -0,0 +1,40 @@ +# Theater (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Public Service | +| Region | Albion | +| Required Tier | [Elders](../population-tiers/elders.md) | +| Dimensions | 11x14 (16x20 with roads) | + +## Description + +Large Celtic entertainment venue providing significant Faith, Happiness, and Knowledge bonuses to nearby residences. + +## Costs + +**Build Cost:** 15000 Gold, 10 Timber, 20 Bricks, 10 Concrete + +**Maintenance:** -60 gold/min + +## Area Effects + +| Effect | Value | +|--------|-------| +| Faith | +1 | +| Happiness | +1 | +| Knowledge | +3 | + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | + +## Related Buildings + +- [Theater (Latium)](./theater-latium.md) diff --git a/docs/buildings/theater-latium.md b/docs/buildings/theater-latium.md new file mode 100644 index 0000000..bf4de42 --- /dev/null +++ b/docs/buildings/theater-latium.md @@ -0,0 +1,41 @@ +# Theater (Latium) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Public Service | +| Region | Latium | +| Required Tier | [Patricians](../population-tiers/patricians.md) | +| Dimensions | 11x14 (16x20 with roads) | + +## Description + +Large entertainment venue providing significant Happiness, Faith, and Prestige bonuses to nearby residences. + +## Costs + +**Build Cost:** 15000 Gold, 10 Timber, 20 Bricks, 10 Concrete + +**Maintenance:** -60 gold/min + +## Area Effects + +| Effect | Value | +|--------|-------| +| Happiness | +3 | +| Faith | +1 | +| Prestige | +1 | + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | + +## Related Buildings + +- [Theater (Albion)](./theater-albion.md) +- [Amphitheater (Latium)](./amphitheater-latium.md) diff --git a/docs/buildings/tin-mine-albion.md b/docs/buildings/tin-mine-albion.md new file mode 100644 index 0000000..addabec --- /dev/null +++ b/docs/buildings/tin-mine-albion.md @@ -0,0 +1,47 @@ +# Tin Mine (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Mine | +| Region | Albion | +| Required Tier | [Smiths](../population-tiers/smiths.md) | +| Cycle Time | 30 seconds | +| Dimensions | 3x8 (4x11 with roads) | + +## Description + +Extracts Tin Ore from mountain deposits for bronze production. + +## Costs + +**Build Cost:** 2 Timber, 2 Bricks + +**Maintenance:** -4 gold/min, 5 Smiths + +## Area Effects + +| Effect | Value | +|--------|-------| +| Health | -2 | + +## Production + +**Input:** None + +**Output:** [Tin Ore](../goods/tin-ore.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | +| Constraints | Mountain placement required, Deposit required | + +## Related Buildings + +- [Bronze Smelter (Albion)](./bronze-smelter-albion.md) diff --git a/docs/buildings/trouser-maker-albion.md b/docs/buildings/trouser-maker-albion.md new file mode 100644 index 0000000..86ab5d6 --- /dev/null +++ b/docs/buildings/trouser-maker-albion.md @@ -0,0 +1,55 @@ +# Trouser Maker (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Cloth Dealer | +| Region | Albion | +| Required Tier | [Smiths](../population-tiers/smiths.md) | +| Cycle Time | 90 seconds | +| Dimensions | 5x5 (7x7 with roads) | + +## Description + +Produces Trousers from Wool and Woad dye, a Celtic clothing item. + +## Costs + +**Build Cost:** 2 Timber, 2 Bricks + +**Maintenance:** -10 gold/min, 4 Smiths + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +1 | +| Income | +2 | + +## Area Effects + +| Effect | Value | +|--------|-------| +| Income | +1 | +| Prestige | +1 | + +## Production + +**Input:** [Wool](../goods/wool.md), [Woad](../goods/woad.md) + +**Output:** [Trousers](../goods/trousers.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Related Buildings + +- [Sheep Farm (Albion)](./sheep-farm-albion.md) +- [Woad Plant (Albion)](./woad-plant-albion.md) diff --git a/docs/buildings/vineyard-albion.md b/docs/buildings/vineyard-albion.md new file mode 100644 index 0000000..b13b326 --- /dev/null +++ b/docs/buildings/vineyard-albion.md @@ -0,0 +1,41 @@ +# Vineyard (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Plantation | +| Region | Albion | +| Required Tier | [Elders](../population-tiers/elders.md) | +| Cycle Time | 180 seconds | +| Dimensions | 4x5 (6x7 with roads) | + +## Description + +Cultivates Grapes for wine production in Albion's climate. + +## Costs + +**Build Cost:** 2 Timber, 3 Bricks, 1 Concrete + +**Maintenance:** -8 gold/min, 3 Elders + +## Production + +**Input:** None + +**Output:** [Grapes](../goods/grapes.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Related Buildings + +- [Beekeeper (Albion)](./beekeeper-albion.md) +- [Winery (Albion)](./winery-albion.md) diff --git a/docs/buildings/vineyard-latium.md b/docs/buildings/vineyard-latium.md new file mode 100644 index 0000000..67014c8 --- /dev/null +++ b/docs/buildings/vineyard-latium.md @@ -0,0 +1,42 @@ +# Vineyard (Latium) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Plantation | +| Region | Latium | +| Required Tier | [Patricians](../population-tiers/patricians.md) | +| Cycle Time | 90 seconds | +| Dimensions | 4x5 (6x7 with roads) | + +## Description + +Cultivates Grapes for wine production. Requires Grapes fertility. + +## Costs + +**Build Cost:** 2 Timber, 3 Bricks, 1 Concrete + +**Maintenance:** -8 gold/min, 3 Patricians + +## Production + +**Input:** None + +**Output:** [Grapes](../goods/grapes.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | +| Constraints | Fertility: Grapes | + +## Related Buildings + +- [Beekeeper (Latium)](./beekeeper-latium.md) +- [Winery (Latium)](./winery-latium.md) diff --git a/docs/buildings/wheat-farm-albion.md b/docs/buildings/wheat-farm-albion.md new file mode 100644 index 0000000..b7c6520 --- /dev/null +++ b/docs/buildings/wheat-farm-albion.md @@ -0,0 +1,45 @@ +# Wheat Farm (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Farm | +| Region | Albion | +| Required Tier | [Smiths](../population-tiers/smiths.md) | +| Cycle Time | 60 seconds | +| Dimensions | 3x4 (4x6 with roads) | + +## Description + +Cultivates Wheat for processing into Flour at the Donkey Mill in Albion. + +## Costs + +**Build Cost:** 3 Timber, 1 Bricks + +**Maintenance:** -6 gold/min, 4 Smiths + +## Production + +**Input:** None + +**Output:** [Wheat](../goods/wheat.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Production Chain + +[Bread Chain](../production-chains/bread.md) + +## Related Buildings + +- [Donkey Mill (Albion)](./donkey-mill-albion.md) +- [Bakery (Albion)](./bakery-albion.md) diff --git a/docs/buildings/wheat-farm-latium.md b/docs/buildings/wheat-farm-latium.md new file mode 100644 index 0000000..cc31d58 --- /dev/null +++ b/docs/buildings/wheat-farm-latium.md @@ -0,0 +1,46 @@ +# Wheat Farm (Latium) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Farm | +| Region | Latium | +| Required Tier | [Plebeians](../population-tiers/plebeians.md) | +| Cycle Time | 60 seconds | +| Dimensions | 3x4 (4x6 with roads) | + +## Description + +Cultivates Wheat for processing into Flour at the Grain Mill. + +## Costs + +**Build Cost:** 3 Timber, 1 Bricks + +**Maintenance:** -6 gold/min, 4 Plebeians + +## Production + +**Input:** None (optionally benefits from Aqueduct) + +**Output:** [Wheat](../goods/wheat.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | +| Aqueduct Support | Yes (optional) | + +## Production Chain + +[Bread Chain](../production-chains/bread.md) + +## Related Buildings + +- [Grain Mill (Latium)](./grain-mill-latium.md) +- [Bakery (Latium)](./bakery-latium.md) diff --git a/docs/buildings/winery-albion.md b/docs/buildings/winery-albion.md new file mode 100644 index 0000000..3a4fdd7 --- /dev/null +++ b/docs/buildings/winery-albion.md @@ -0,0 +1,58 @@ +# Winery (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Manufactory | +| Region | Albion | +| Required Tier | [Elders](../population-tiers/elders.md) | +| Cycle Time | 45 seconds | +| Dimensions | 7x9 (8x13 with roads) | + +## Description + +Produces Wine from Grapes and Honey, a luxury beverage for Celtic population. + +## Costs + +**Build Cost:** 2 Timber, 4 Bricks + +**Maintenance:** -30 gold/min, 14 Elders + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +3 | +| Income | +2 | +| Health | -1 | +| Happiness | +1 | + +## Area Effects + +| Effect | Value | +|--------|-------| +| Happiness | +1 | +| Prestige | +1 | + +## Production + +**Input:** [Grapes](../goods/grapes.md), [Honey](../goods/honey.md) + +**Output:** [Wine](../goods/wine.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Related Buildings + +- [Vineyard (Albion)](./vineyard-albion.md) +- [Beekeeper (Albion)](./beekeeper-albion.md) +- [Winery (Latium)](./winery-latium.md) diff --git a/docs/buildings/winery-latium.md b/docs/buildings/winery-latium.md new file mode 100644 index 0000000..15041fd --- /dev/null +++ b/docs/buildings/winery-latium.md @@ -0,0 +1,58 @@ +# Winery (Latium) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Manufactory | +| Region | Latium | +| Required Tier | [Patricians](../population-tiers/patricians.md) | +| Cycle Time | 45 seconds | +| Dimensions | 6x9 (8x13 with roads) | + +## Description + +Produces Wine from Grapes and Honey, a luxury beverage for Patricians. + +## Costs + +**Build Cost:** 2 Timber, 5 Bricks, 2 Concrete + +**Maintenance:** -30 gold/min, 14 Patricians + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +3 | +| Income | +2 | +| Health | -1 | +| Happiness | +1 | + +## Area Effects + +| Effect | Value | +|--------|-------| +| Happiness | +1 | +| Prestige | +1 | + +## Production + +**Input:** [Grapes](../goods/grapes.md), [Honey](../goods/honey.md) + +**Output:** [Wine](../goods/wine.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Related Buildings + +- [Vineyard (Latium)](./vineyard-latium.md) +- [Beekeeper (Latium)](./beekeeper-latium.md) +- [Winery (Albion)](./winery-albion.md) diff --git a/docs/buildings/wire-twister-albion.md b/docs/buildings/wire-twister-albion.md new file mode 100644 index 0000000..b0f20c5 --- /dev/null +++ b/docs/buildings/wire-twister-albion.md @@ -0,0 +1,54 @@ +# Wire Twister (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Craftsman | +| Region | Albion | +| Required Tier | [Smiths](../population-tiers/smiths.md) | +| Cycle Time | 90 seconds | +| Dimensions | 4x4 (6x6 with roads) | + +## Description + +Produces Wire Jewelry from Copper Ore, a decorative item for Celtic population. + +## Costs + +**Build Cost:** 2 Timber, 3 Bricks + +**Maintenance:** -10 gold/min, 3 Smiths + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +2 | +| Income | +1 | + +## Area Effects + +| Effect | Value | +|--------|-------| +| Prestige | +2 | +| Fire Safety | -2 | + +## Production + +**Input:** [Copper Ore](../goods/copper-ore.md) + +**Output:** [Wire Jewelry](../goods/wire-jewelry.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | + +## Related Buildings + +- [Copper Mine (Albion)](./copper-mine-albion.md) diff --git a/docs/buildings/woad-plant-albion.md b/docs/buildings/woad-plant-albion.md new file mode 100644 index 0000000..ced9452 --- /dev/null +++ b/docs/buildings/woad-plant-albion.md @@ -0,0 +1,41 @@ +# Woad Plant (Albion) + +**Entity Type:** Building + +## Properties + +| Field | Value | +|-------|-------| +| Category | Plantation | +| Region | Albion | +| Required Tier | [Smiths](../population-tiers/smiths.md) | +| Cycle Time | 60 seconds | +| Dimensions | 4x4 (6x6 with roads) | + +## Description + +Cultivates Woad plants for producing dye used in Celtic clothing. Requires Woad fertility. + +## Costs + +**Build Cost:** 1 Timber, 1 Bricks + +**Maintenance:** -4 gold/min, 3 Smiths + +## Production + +**Input:** None + +**Output:** [Woad](../goods/woad.md) + +## Placement + +| Requirement | Value | +|-------------|-------| +| Road Required | Yes | +| Warehouse Required | Yes | +| Constraints | Fertility: Woad | + +## Related Buildings + +- [Trouser Maker (Albion)](./trouser-maker-albion.md) diff --git a/docs/goods/_index.md b/docs/goods/_index.md index e4ee396..94408a6 100644 --- a/docs/goods/_index.md +++ b/docs/goods/_index.md @@ -4,44 +4,180 @@ All tradeable and consumable items in Anno 117. Goods are categorized by their p ## Categories -### Food +### Food (Needs) + 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) + +**Latium:** +- [Sardines](./sardines.md) - Liberti food +- [Porridge](./porridge.md) - Liberti food +- [Garum](./garum.md) - Plebeians food +- [Bread](./bread.md) - Plebeians/Mercators food +- [Olive Oil](./olive-oil.md) - Plebeians food +- [Wine](./wine.md) - Equites/Elders/Nobles drink +- [Oysters with Caviar](./oysters-with-caviar.md) - Patricians food + +**Albion:** +- [Cockles](./cockles.md) - Waders food +- [Eels](./eels.md) - Waders food +- [Cheese](./cheese.md) - Smiths food +- [Beer](./beer.md) - Smiths drink +- [Beef Roast](./beef-roast.md) - Elders food +- [Sausages](./sausages.md) - Mercators food +- [Bird Tongues in Aspic](./bird-tongues-aspic.md) - Nobles food + +### Clothing / Fashion (Needs) + +Goods that satisfy population clothing and fashion needs. + +**Latium:** +- [Tunics](./tunics.md) - Liberti/Waders fashion +- [Pilei](./pilei.md) - Liberti fashion +- [Soap](./soap.md) - Plebeians hygiene +- [Sandals](./sandals.md) - Plebeians fashion +- [Togas](./togas.md) - Equites fashion + +**Albion:** +- [Reed Shoes](./reed-shoes.md) - Waders fashion +- [Trousers](./trousers.md) - Smiths fashion +- [Cloaks](./cloaks.md) - Elders fashion +- [Fur Hats](./fur-hats.md) - Elders fashion +- [Wigs](./wigs.md) - Nobles fashion + +### Luxury / Prestige (Needs) + +High-end goods for advanced population tiers. + +**Latium:** +- [Amphorae](./amphorae.md) - Plebeians/Mercators household +- [Writing Tablets](./writing-tablets.md) - Equites knowledge +- [Fine Glass](./fine-glass.md) - Equites prestige +- [Necklaces](./necklaces.md) - Patricians jewelry +- [Couches](./couches.md) - Patricians furniture +- [Lyras](./lyras.md) - Patricians entertainment + +**Albion:** +- [Torques](./torques.md) - Smiths jewelry +- [Drinking Horns](./drinking-horns.md) - Smiths prestige +- [Clan Shields](./clan-shields.md) - Smiths prestige +- [Chariots](./chariots.md) - Elders transport +- [Fibulae](./fibulae.md) - Mercators fashion +- [Hand Mirrors](./hand-mirrors.md) - Nobles vanity ### Agricultural / Raw Materials + Base materials harvested from the land. + +**Both Regions:** +- [Wood](./wood.md) - Input for Sawmills and Tanneries +- [Hemp](./hemp.md) - Input for Tunics and Ropes +- [Sheep](./sheep.md) - Input for Sails, Clothing +- [Flax](./flax.md) - Input for Fabric and Hairnets +- [Grapes](./grapes.md) - Input for Wine +- [Honeycombs](./honeycombs.md) - Input for Wine, Tablets + +**Latium:** - [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 +- [Salt](./salt.md) - Input for Garum, Tanning +- [Clay](./clay.md) - Input for Bricks, Mosaics, Pottery +- [Wheat](./wheat.md) - Input for Flour +- [Pigs](./pigs.md) - Input for Lard, Leather, Sausages +- [Lavender](./lavender.md) - Input for Soap +- [Resin](./resin.md) - Input for Pottery, Hairnets +- [Olives](./olives.md) - Input for Olive Oil +- [Murex Snails](./murex-snails.md) - Input for Tyrian Purple +- [Sandarac Wood](./sandarac-wood.md) - Input for Gilded Wood, Tablets +- [Oysters](./oysters.md) - Input for Oysters with Caviar +- [Sturgeons](./sturgeons.md) - Input for Caviar +- [Horses](./horses.md) - Input for Wigs + +**Albion:** +- [Reeds](./reeds.md) - Input for Wattle, Frames, Shoes +- [Mud](./mud.md) - Input for Bricks, Wattle, Pottery +- [Oxen](./oxen.md) - Input for Cheese, Horns, Roast +- [Barley](./barley.md) - Input for Malt +- [Dye Plants](./dye-plants.md) - Input for Celtic Green, Shields, Trousers +- [Samphire](./samphire.md) - Input for Salt Brine, Roast +- [Beavers](./beavers.md) - Input for Fur Hats +- [Ponies](./ponies.md) - Input for Chariots +- [Herbs](./herbs.md) - Input for Sausages +- [Small Birds](./small-birds.md) - Input for Bird Tongues +- [Scallop Shells](./scallop-shells.md) - Input for Hand Mirrors ### Mining / Ore Materials + Mineral resources extracted from mines. -- [Coal](./coal.md) - Input for various production -- [Granite Blocks](./granite-blocks.md) - Input for Granite (Albion) -- [Iron Ore](./iron-ore.md) - Input for Iron production + +**Both Regions:** +- [Coal](./coal.md) - Fuel for smelting +- [Iron Ore](./iron-ore.md) - Input for Iron +- [Limestone](./limestone.md) - Input for Concrete +- [Quartz Sand](./quartz-sand.md) - Input for Concrete, Glass + +**Latium:** +- [Minerals](./minerals.md) - Input for Pigments, Jewelry +- [Raw Marble](./raw-marble.md) - Input for Marble +- [Gold Ore](./gold-ore.md) - Input for Gold + +**Albion:** +- [Granite Blocks](./granite-blocks.md) - Input for Granite +- [Copper Ore](./copper-ore.md) - Input for Bronze, Celtic Green +- [Tin Ore](./tin-ore.md) - Input for Bronze, Horns +- [Silver Ore](./silver-ore.md) - Input for Silver ### Intermediate Products + Processed materials used as inputs for other production chains. + +**Both Regions:** - [Iron](./iron.md) - Input for Armor and Weapons +- [Flour](./flour.md) - Input for Bread +- [Lard](./lard.md) - Input for Soap, Delicacies +- [Leather](./leather.md) - Input for Armor, Sandals + +**Latium:** +- [Fabric](./fabric.md) - Input for Togas +- [Tyrian Purple](./tyrian-purple.md) - Input for Togas, Cushions +- [Glass](./glass.md) - Input for Fine Glass +- [Pigments](./pigments.md) - Input for Mosaics, Fine Glass +- [Caviar](./caviar.md) - Input for Oysters with Caviar +- [Gold](./gold.md) - Input for Gilded Wood, Necklaces +- [Cushions](./cushions.md) - Input for Couches +- [Strings](./strings.md) - Input for Lyras +- [Gilded Wood](./gilded-wood.md) - Input for Lyras + +**Albion:** +- [Malt](./malt.md) - Input for Beer +- [Bronze](./bronze.md) - Input for Clan Shields +- [Celtic Green](./celtic-green.md) - Input for Cloaks +- [Salt Brine](./salt-brine.md) - Input for Fur Hats +- [Undercarriage](./undercarriage.md) - Input for Chariots +- [Silver](./silver.md) - Input for Fibulae, Hand Mirrors +- [Bird Tongues](./bird-tongues.md) - Input for Bird Tongues in Aspic +- [Hairnets](./hairnets.md) - Input for Wigs ### Construction Materials + Materials used for building construction. -- [Armor](./armor.md) - Military construction material -- [Granite](./granite.md) - Construction material (Albion) -- [Mosaics](./mosaics.md) - Patricians construction material + +**Both Regions:** +- [Planks](./planks.md) - Basic construction material +- [Bricks](./bricks.md) - Construction material - [Ropes](./ropes.md) - Ship construction material - [Sails](./sails.md) - Shipbuilding material -- [Timber](./timber.md) - Basic construction material -- [Wattle & Daub](./wattle-daub.md) - Construction material (Albion) +- [Concrete](./concrete.md) - Advanced construction material +- [Armor](./armor.md) - Military construction material - [Weapons](./weapons.md) - Military construction material -### Clothing / Fashion -Goods that satisfy population clothing needs. -- [Tunics](./tunics.md) - Tier I fashion +**Latium:** +- [Timber](./timber.md) - Basic construction material +- [Mosaics](./mosaics.md) - Patricians construction material +- [Marble](./marble.md) - Premium construction material + +**Albion:** +- [Wattle & Daub](./wattle-daub.md) - Construction material +- [Granite](./granite.md) - Construction material ## Schema Reference diff --git a/docs/goods/amphorae.md b/docs/goods/amphorae.md new file mode 100644 index 0000000..f7fabf0 --- /dev/null +++ b/docs/goods/amphorae.md @@ -0,0 +1,29 @@ +# Amphorae + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Need | +| Purchase Price | 52 Denarii | +| Selling Price | 20 Denarii | +| Available From | Plebeians, Mercators | + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +2 | +| Income | +1 | + +## Production + +**Produced By:** +- Potter (Albion) +- Potter (Latium) + +## Notes + +Amphorae are ceramic vessels that serve as a household need for Plebeians and Mercators. diff --git a/docs/goods/barley.md b/docs/goods/barley.md new file mode 100644 index 0000000..8d4e213 --- /dev/null +++ b/docs/goods/barley.md @@ -0,0 +1,26 @@ +# Barley + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Raw Material | +| Purchase Price | 8 Denarii | +| Selling Price | 3 Denarii | +| Available From | Smiths | + +## Production + +**Produced By:** +- Barley Farm (Albion) + +## Usage + +**Required By:** +- Maltster (Albion) + +## Notes + +Barley is a grain crop grown in Albion, used to produce malt for beer brewing. diff --git a/docs/goods/beavers.md b/docs/goods/beavers.md new file mode 100644 index 0000000..f622ccc --- /dev/null +++ b/docs/goods/beavers.md @@ -0,0 +1,26 @@ +# Beavers + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Raw Material | +| Purchase Price | 24 Denarii | +| Selling Price | 9 Denarii | +| Available From | Elders | + +## Production + +**Produced By:** +- Beaver Trapper (Albion) + +## Usage + +**Required By:** +- Beaver Hat Maker (Albion) + +## Notes + +Beavers are trapped in Albion for their valuable fur, used in making fur hats. diff --git a/docs/goods/beef-roast.md b/docs/goods/beef-roast.md new file mode 100644 index 0000000..60d04ac --- /dev/null +++ b/docs/goods/beef-roast.md @@ -0,0 +1,28 @@ +# Beef Roast + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Need | +| Purchase Price | 96 Denarii | +| Selling Price | 38 Denarii | +| Available From | Elders | + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +3 | +| Income | +2 | + +## Production + +**Produced By:** +- Earth Oven (Albion) + +## Notes + +Beef roast is a hearty food need for Elders in Albion, made from oxen and samphire. diff --git a/docs/goods/beer.md b/docs/goods/beer.md new file mode 100644 index 0000000..814c486 --- /dev/null +++ b/docs/goods/beer.md @@ -0,0 +1,30 @@ +# Beer + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Need | +| Purchase Price | 36 Denarii | +| Selling Price | 14 Denarii | +| Available From | Smiths | + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +1 | +| Income | +1 | +| Health | -1 | +| Happiness | +2 | + +## Production + +**Produced By:** +- Brewery (Albion) + +## Notes + +Beer is a popular drink for Smiths in Albion. While it provides good happiness and modest population/income bonuses, it has a slight negative impact on health. diff --git a/docs/goods/bird-tongues-aspic.md b/docs/goods/bird-tongues-aspic.md new file mode 100644 index 0000000..2f23de1 --- /dev/null +++ b/docs/goods/bird-tongues-aspic.md @@ -0,0 +1,29 @@ +# Bird Tongues in Aspic + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Need | +| Purchase Price | 192 Denarii | +| Selling Price | 76 Denarii | +| Available From | Nobles | + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +4 | +| Income | +3 | +| Health | -2 | + +## Production + +**Produced By:** +- Delicium (Albion) + +## Notes + +Bird tongues in aspic is an extravagant delicacy for Nobles in Albion, made from bird tongues and lard. While highly prestigious, this exotic dish has some negative health effects. diff --git a/docs/goods/bird-tongues.md b/docs/goods/bird-tongues.md new file mode 100644 index 0000000..3dc3185 --- /dev/null +++ b/docs/goods/bird-tongues.md @@ -0,0 +1,26 @@ +# Bird Tongues + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Intermediate Product | +| Purchase Price | 100 Denarii | +| Selling Price | 40 Denarii | +| Available From | Nobles | + +## Production + +**Produced By:** +- Tongue Puller (Albion) + +## Usage + +**Required By:** +- Delicium (Albion) + +## Notes + +Bird tongues are a rare delicacy ingredient extracted from small birds. They are used in the production of bird tongues in aspic. diff --git a/docs/goods/bread.md b/docs/goods/bread.md new file mode 100644 index 0000000..f3ec5ba --- /dev/null +++ b/docs/goods/bread.md @@ -0,0 +1,29 @@ +# Bread + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Need | +| Purchase Price | 48 Denarii | +| Selling Price | 19 Denarii | +| Available From | Plebeians, Mercators | + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +2 | +| Income | +1 | + +## Production + +**Produced By:** +- Bakery (Albion) +- Bakery (Latium) + +## Notes + +Bread is a food need for the Plebeians (Latium) and Mercators (Albion) population tiers. It is produced by baking flour in bakeries. diff --git a/docs/goods/bricks.md b/docs/goods/bricks.md new file mode 100644 index 0000000..4c3c2c8 --- /dev/null +++ b/docs/goods/bricks.md @@ -0,0 +1,22 @@ +# Bricks + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Construction Material | +| Purchase Price | 32 Denarii | +| Selling Price | 12 Denarii | +| Available From | Plebeians | + +## Production + +**Produced By:** +- Brickyard (Albion) +- Brickyard (Latium) + +## Notes + +Bricks are a construction material produced in both regions. They become available once you reach the Plebeians population tier. diff --git a/docs/goods/bronze.md b/docs/goods/bronze.md new file mode 100644 index 0000000..09c27d3 --- /dev/null +++ b/docs/goods/bronze.md @@ -0,0 +1,26 @@ +# Bronze + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Intermediate Product | +| Purchase Price | 24 Denarii | +| Selling Price | 9 Denarii | +| Available From | Smiths | + +## Production + +**Produced By:** +- Bronze Smelter (Albion) + +## Usage + +**Required By:** +- Shield Maker (Albion) + +## Notes + +Bronze is an alloy produced by smelting copper and tin ore together. It is used in shield production. diff --git a/docs/goods/caviar.md b/docs/goods/caviar.md new file mode 100644 index 0000000..1a6a0a7 --- /dev/null +++ b/docs/goods/caviar.md @@ -0,0 +1,26 @@ +# Caviar + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Intermediate Product | +| Purchase Price | 82 Denarii | +| Selling Price | 32 Denarii | +| Available From | Patricians | + +## Production + +**Produced By:** +- Fish Roe Harvester (Latium) + +## Usage + +**Required By:** +- Seafood Gourmet (Latium) + +## Notes + +Caviar is a luxury intermediate product harvested from sturgeons. It is combined with oysters to create an exquisite dish. diff --git a/docs/goods/celtic-green.md b/docs/goods/celtic-green.md new file mode 100644 index 0000000..456026e --- /dev/null +++ b/docs/goods/celtic-green.md @@ -0,0 +1,26 @@ +# Celtic Green + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Intermediate Product | +| Purchase Price | 72 Denarii | +| Selling Price | 28 Denarii | +| Available From | Elders | + +## Production + +**Produced By:** +- Green Hands (Albion) + +## Usage + +**Required By:** +- Birrus Tailor (Albion) + +## Notes + +Celtic green is a distinctive dye made from dye plants and copper ore. It is used to dye birrus cloaks. diff --git a/docs/goods/chariots.md b/docs/goods/chariots.md new file mode 100644 index 0000000..15190e1 --- /dev/null +++ b/docs/goods/chariots.md @@ -0,0 +1,29 @@ +# Chariots + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Need | +| Purchase Price | 176 Denarii | +| Selling Price | 70 Denarii | +| Available From | Elders | + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +3 | +| Income | +2 | +| Prestige | +1 | + +## Production + +**Produced By:** +- Chariot Builder (Albion) + +## Notes + +Chariots are a prestige need for Elders in Albion. They are assembled from ponies and undercarriages. diff --git a/docs/goods/cheese.md b/docs/goods/cheese.md new file mode 100644 index 0000000..4de5cec --- /dev/null +++ b/docs/goods/cheese.md @@ -0,0 +1,28 @@ +# Cheese + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Need | +| Purchase Price | 48 Denarii | +| Selling Price | 19 Denarii | +| Available From | Smiths | + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +2 | +| Income | +1 | + +## Production + +**Produced By:** +- Cheese Maker (Albion) + +## Notes + +Cheese is a food need for Smiths in Albion, produced from oxen milk. diff --git a/docs/goods/clan-shields.md b/docs/goods/clan-shields.md new file mode 100644 index 0000000..5f5bbbf --- /dev/null +++ b/docs/goods/clan-shields.md @@ -0,0 +1,28 @@ +# Clan Shields + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Need | +| Purchase Price | 74 Denarii | +| Selling Price | 29 Denarii | +| Available From | Smiths | + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +1 | +| Prestige | +2 | + +## Production + +**Produced By:** +- Shield Maker (Albion) + +## Notes + +Clan shields are decorated bronze shields that serve as a prestige need for Smiths in Albion. They are made from bronze and dye plants. diff --git a/docs/goods/clay.md b/docs/goods/clay.md new file mode 100644 index 0000000..011439b --- /dev/null +++ b/docs/goods/clay.md @@ -0,0 +1,28 @@ +# Clay + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Raw Material | +| Purchase Price | 8 Denarii | +| Selling Price | 3 Denarii | +| Available From | Plebeians | + +## Production + +**Produced By:** +- Clay Pit (Latium) + +## Usage + +**Required By:** +- Mosaic Maker (Latium) +- Brickyard (Latium) +- Potter (Latium) + +## Notes + +Clay is a raw material extracted from clay pits in Latium. It is used in producing bricks, mosaics, and pottery. diff --git a/docs/goods/cloaks.md b/docs/goods/cloaks.md new file mode 100644 index 0000000..43319f2 --- /dev/null +++ b/docs/goods/cloaks.md @@ -0,0 +1,29 @@ +# Cloaks + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Need | +| Purchase Price | 124 Denarii | +| Selling Price | 49 Denarii | +| Available From | Elders | + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +2 | +| Income | +2 | +| Prestige | +2 | + +## Production + +**Produced By:** +- Birrus Tailor (Albion) + +## Notes + +Cloaks (birrus) are prestigious garments for Elders in Albion, dyed with Celtic green and made from sheep wool. diff --git a/docs/goods/cockles.md b/docs/goods/cockles.md new file mode 100644 index 0000000..c4b973d --- /dev/null +++ b/docs/goods/cockles.md @@ -0,0 +1,27 @@ +# Cockles + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Need | +| Purchase Price | 10 Denarii | +| Selling Price | 4 Denarii | +| Available From | Waders | + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +3 | + +## Production + +**Produced By:** +- Cockle Farm (Albion) + +## Notes + +Cockles are a simple but satisfying food for Waders in Albion. They provide a good population bonus with minimal production complexity. diff --git a/docs/goods/concrete.md b/docs/goods/concrete.md new file mode 100644 index 0000000..61a48f2 --- /dev/null +++ b/docs/goods/concrete.md @@ -0,0 +1,22 @@ +# Concrete + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Construction Material | +| Purchase Price | 76 Denarii | +| Selling Price | 30 Denarii | +| Available From | Equites, Nobles | + +## Production + +**Produced By:** +- Concrete Mixer (Albion) +- Concrete Mixer (Latium) + +## Notes + +Concrete is an advanced construction material produced by mixing limestone and quartz sand. It becomes available at higher population tiers. diff --git a/docs/goods/copper-ore.md b/docs/goods/copper-ore.md new file mode 100644 index 0000000..d3729e1 --- /dev/null +++ b/docs/goods/copper-ore.md @@ -0,0 +1,28 @@ +# Copper Ore + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Raw Material | +| Purchase Price | 4 Denarii | +| Selling Price | 1 Denarii | +| Available From | Smiths | + +## Production + +**Produced By:** +- Copper Mine (Albion) + +## Usage + +**Required By:** +- Green Hands (Albion) +- Bronze Smelter (Albion) +- Wire Twister (Albion) + +## Notes + +Copper ore is mined in Albion and used to produce bronze and copper wire jewelry. diff --git a/docs/goods/couches.md b/docs/goods/couches.md new file mode 100644 index 0000000..a216fd9 --- /dev/null +++ b/docs/goods/couches.md @@ -0,0 +1,31 @@ +# Couches + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Need | +| Purchase Price | 286 Denarii | +| Selling Price | 114 Denarii | +| Available From | Patricians | + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +1 | +| Income | +5 | +| Prestige | +2 | +| Happiness | +1 | +| Health | -1 | + +## Production + +**Produced By:** +- Couch Builder (Latium) + +## Notes + +Couches are luxurious furniture pieces that provide significant income bonuses to Patricians. They are crafted from cushions and sandarac wood. diff --git a/docs/goods/cushions.md b/docs/goods/cushions.md new file mode 100644 index 0000000..45aa734 --- /dev/null +++ b/docs/goods/cushions.md @@ -0,0 +1,26 @@ +# Cushions + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Intermediate Product | +| Purchase Price | 150 Denarii | +| Selling Price | 60 Denarii | +| Available From | Patricians | + +## Production + +**Produced By:** +- Upholsterer (Latium) + +## Usage + +**Required By:** +- Couch Builder (Latium) + +## Notes + +Cushions are luxurious upholstered items made with Tyrian purple dye. They are used in the production of couches. diff --git a/docs/goods/drinking-horns.md b/docs/goods/drinking-horns.md new file mode 100644 index 0000000..a2aa4fc --- /dev/null +++ b/docs/goods/drinking-horns.md @@ -0,0 +1,28 @@ +# Drinking Horns + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Need | +| Purchase Price | 60 Denarii | +| Selling Price | 24 Denarii | +| Available From | Smiths | + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +1 | +| Prestige | +2 | + +## Production + +**Produced By:** +- Horn Worker (Albion) + +## Notes + +Drinking horns are crafted from ox horns and tin. They serve as a prestige need for Smiths in Albion. diff --git a/docs/goods/dye-plants.md b/docs/goods/dye-plants.md new file mode 100644 index 0000000..5291271 --- /dev/null +++ b/docs/goods/dye-plants.md @@ -0,0 +1,28 @@ +# Dye Plants + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Raw Material | +| Purchase Price | 8 Denarii | +| Selling Price | 3 Denarii | +| Available From | Smiths | + +## Production + +**Produced By:** +- Woad Farm (Albion) + +## Usage + +**Required By:** +- Green Hands (Albion) +- Shield Maker (Albion) +- Trouser Maker (Albion) + +## Notes + +Dye plants (woad) are grown in Albion for their blue-green dye. They are used in clothing and shield production. diff --git a/docs/goods/eels.md b/docs/goods/eels.md new file mode 100644 index 0000000..2f7529e --- /dev/null +++ b/docs/goods/eels.md @@ -0,0 +1,28 @@ +# Eels + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Need | +| Purchase Price | 12 Denarii | +| Selling Price | 4 Denarii | +| Available From | Waders | + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +1 | +| Income | +1 | + +## Production + +**Produced By:** +- Eel Catcher (Albion) + +## Notes + +Eels are a food need for Waders in Albion, providing modest population and income bonuses. diff --git a/docs/goods/fabric.md b/docs/goods/fabric.md new file mode 100644 index 0000000..b0fe708 --- /dev/null +++ b/docs/goods/fabric.md @@ -0,0 +1,26 @@ +# Fabric + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Intermediate Product | +| Purchase Price | 72 Denarii | +| Selling Price | 28 Denarii | +| Available From | Equites | + +## Production + +**Produced By:** +- Weaver (Latium) + +## Usage + +**Required By:** +- Loom (Latium) + +## Notes + +Fabric is an intermediate product woven from flax. It serves as the base material for producing togas. diff --git a/docs/goods/fibulae.md b/docs/goods/fibulae.md new file mode 100644 index 0000000..d3c9dd0 --- /dev/null +++ b/docs/goods/fibulae.md @@ -0,0 +1,28 @@ +# Fibulae + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Need | +| Purchase Price | 66 Denarii | +| Selling Price | 26 Denarii | +| Available From | Mercators | + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +2 | +| Income | +1 | + +## Production + +**Produced By:** +- Fibularium (Albion) + +## Notes + +Fibulae are decorative brooches made from silver. They serve as a fashion accessory need for Mercators in Albion. diff --git a/docs/goods/fine-glass.md b/docs/goods/fine-glass.md new file mode 100644 index 0000000..f466f12 --- /dev/null +++ b/docs/goods/fine-glass.md @@ -0,0 +1,28 @@ +# Fine Glass + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Need | +| Purchase Price | 206 Denarii | +| Selling Price | 82 Denarii | +| Available From | Equites | + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +3 | +| Prestige | +2 | + +## Production + +**Produced By:** +- Glassblower (Latium) + +## Notes + +Fine glass items are luxury goods produced by glassblowers from glass and pigments. They satisfy the prestige needs of the Equites class. diff --git a/docs/goods/flour.md b/docs/goods/flour.md new file mode 100644 index 0000000..874d355 --- /dev/null +++ b/docs/goods/flour.md @@ -0,0 +1,28 @@ +# Flour + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Intermediate Product | +| Purchase Price | 20 Denarii | +| Selling Price | 8 Denarii | +| Available From | Plebeians, Mercators | + +## Production + +**Produced By:** +- Donkey Mill (Albion) +- Grain Mill (Latium) + +## Usage + +**Required By:** +- Bakery (Albion) +- Bakery (Latium) + +## Notes + +Flour is an intermediate product milled from wheat. It serves as the key input for bakeries to produce bread. diff --git a/docs/goods/fur-hats.md b/docs/goods/fur-hats.md new file mode 100644 index 0000000..0b441db --- /dev/null +++ b/docs/goods/fur-hats.md @@ -0,0 +1,29 @@ +# Fur Hats + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Need | +| Purchase Price | 124 Denarii | +| Selling Price | 49 Denarii | +| Available From | Elders | + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +3 | +| Income | +1 | +| Prestige | +2 | + +## Production + +**Produced By:** +- Beaver Hat Maker (Albion) + +## Notes + +Fur hats are a prestigious headwear need for Elders in Albion, made from beaver fur treated with salt brine. diff --git a/docs/goods/gilded-wood.md b/docs/goods/gilded-wood.md new file mode 100644 index 0000000..c30bdbf --- /dev/null +++ b/docs/goods/gilded-wood.md @@ -0,0 +1,26 @@ +# Gilded Wood + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Intermediate Product | +| Purchase Price | 204 Denarii | +| Selling Price | 81 Denarii | +| Available From | Patricians | + +## Production + +**Produced By:** +- Gilder (Latium) + +## Usage + +**Required By:** +- Lyra Maker (Latium) + +## Notes + +Gilded wood is a luxurious material created by applying gold leaf to sandarac wood. It is used in producing ornate lyras. diff --git a/docs/goods/glass.md b/docs/goods/glass.md new file mode 100644 index 0000000..a2805a1 --- /dev/null +++ b/docs/goods/glass.md @@ -0,0 +1,26 @@ +# Glass + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Intermediate Product | +| Purchase Price | 52 Denarii | +| Selling Price | 20 Denarii | +| Available From | Equites | + +## Production + +**Produced By:** +- Glass Smelter (Latium) + +## Usage + +**Required By:** +- Glassblower (Latium) + +## Notes + +Glass is an intermediate product produced from quartz sand. It is further refined by glassblowers into fine glass items. diff --git a/docs/goods/gold-ore.md b/docs/goods/gold-ore.md new file mode 100644 index 0000000..dfeabf7 --- /dev/null +++ b/docs/goods/gold-ore.md @@ -0,0 +1,26 @@ +# Gold Ore + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Raw Material | +| Purchase Price | 160 Denarii | +| Selling Price | 64 Denarii | +| Available From | Patricians | + +## Production + +**Produced By:** +- Gold Panner (Latium) + +## Usage + +**Required By:** +- Goldsmith (Latium) + +## Notes + +Gold ore is a precious raw material panned from rivers in Latium. It is refined into gold for jewelry and decoration. diff --git a/docs/goods/gold.md b/docs/goods/gold.md new file mode 100644 index 0000000..a53f402 --- /dev/null +++ b/docs/goods/gold.md @@ -0,0 +1,27 @@ +# Gold + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Intermediate Product | +| Purchase Price | 152 Denarii | +| Selling Price | 60 Denarii | +| Available From | Patricians | + +## Production + +**Produced By:** +- Goldsmith (Latium) + +## Usage + +**Required By:** +- Gilder (Latium) +- Jeweler (Latium) + +## Notes + +Gold is a refined precious metal used in jewelry making and gilding fine furniture. diff --git a/docs/goods/grapes.md b/docs/goods/grapes.md new file mode 100644 index 0000000..ce120b0 --- /dev/null +++ b/docs/goods/grapes.md @@ -0,0 +1,28 @@ +# Grapes + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Raw Material | +| Purchase Price | 24 Denarii | +| Selling Price | 9 Denarii | +| Available From | Equites, Elders, Nobles | + +## Production + +**Produced By:** +- Vineyard (Albion) +- Vineyard (Latium) + +## Usage + +**Required By:** +- Winery (Albion) +- Winery (Latium) + +## Notes + +Grapes are a raw material grown in vineyards. They are fermented with honey to produce wine. diff --git a/docs/goods/hairnets.md b/docs/goods/hairnets.md new file mode 100644 index 0000000..2b22a3d --- /dev/null +++ b/docs/goods/hairnets.md @@ -0,0 +1,26 @@ +# Hairnets + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Intermediate Product | +| Purchase Price | 80 Denarii | +| Selling Price | 32 Denarii | +| Available From | Nobles | + +## Production + +**Produced By:** +- Hairnet Weaver (Albion) + +## Usage + +**Required By:** +- Wig Maker (Albion) + +## Notes + +Hairnets are woven from flax and resin. They serve as the base structure for wigs. diff --git a/docs/goods/hand-mirrors.md b/docs/goods/hand-mirrors.md new file mode 100644 index 0000000..64975e5 --- /dev/null +++ b/docs/goods/hand-mirrors.md @@ -0,0 +1,29 @@ +# Hand Mirrors + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Need | +| Purchase Price | 176 Denarii | +| Selling Price | 70 Denarii | +| Available From | Nobles | + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +2 | +| Income | +2 | +| Prestige | +2 | + +## Production + +**Produced By:** +- Narcissium (Albion) + +## Notes + +Hand mirrors are luxury vanity items for Nobles in Albion. They are crafted from silver and scallop shells. diff --git a/docs/goods/herbs.md b/docs/goods/herbs.md new file mode 100644 index 0000000..ac9f428 --- /dev/null +++ b/docs/goods/herbs.md @@ -0,0 +1,26 @@ +# Herbs + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Raw Material | +| Purchase Price | 18 Denarii | +| Selling Price | 7 Denarii | +| Available From | Mercators | + +## Production + +**Produced By:** +- Herb Garden (Albion) + +## Usage + +**Required By:** +- Salsicium (Albion) + +## Notes + +Herbs are aromatic plants grown in Albion gardens. They are used to flavor sausages. diff --git a/docs/goods/honeycombs.md b/docs/goods/honeycombs.md new file mode 100644 index 0000000..0bae341 --- /dev/null +++ b/docs/goods/honeycombs.md @@ -0,0 +1,29 @@ +# Honeycombs + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Raw Material | +| Purchase Price | 22 Denarii | +| Selling Price | 8 Denarii | +| Available From | Equites, Elders, Nobles | + +## Production + +**Produced By:** +- Beehive (Albion) +- Beehive (Latium) + +## Usage + +**Required By:** +- Winery (Albion) +- Tabula Maker (Latium) +- Winery (Latium) + +## Notes + +Honeycombs are harvested from beehives in both regions. They are used in wine production and to create writing tablets. diff --git a/docs/goods/horses.md b/docs/goods/horses.md new file mode 100644 index 0000000..8017d3c --- /dev/null +++ b/docs/goods/horses.md @@ -0,0 +1,27 @@ +# Horses + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Raw Material | +| Purchase Price | 64 Denarii | +| Selling Price | 25 Denarii | +| Available From | Equites, Smiths, Mercators | + +## Production + +**Produced By:** +- Horse Breeder (Latium) +- Horse Breeder (Albion) + +## Usage + +**Required By:** +- Wig Maker (Albion) + +## Notes + +Horses are bred in both regions. Their hair is used in wig production in Albion. diff --git a/docs/goods/lard.md b/docs/goods/lard.md new file mode 100644 index 0000000..ef8a938 --- /dev/null +++ b/docs/goods/lard.md @@ -0,0 +1,28 @@ +# Lard + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Intermediate Product | +| Purchase Price | 26 Denarii | +| Selling Price | 10 Denarii | +| Available From | Plebeians, Mercators | + +## Production + +**Produced By:** +- Lard Cooker (Albion) +- Lard Cooker (Latium) + +## Usage + +**Required By:** +- Delicium (Albion) +- Soap Maker (Latium) + +## Notes + +Lard is an intermediate product rendered from pigs. It is used in the production of delicacies in Albion and soap in Latium. diff --git a/docs/goods/lavender.md b/docs/goods/lavender.md new file mode 100644 index 0000000..322af3f --- /dev/null +++ b/docs/goods/lavender.md @@ -0,0 +1,26 @@ +# Lavender + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Raw Material | +| Purchase Price | 24 Denarii | +| Selling Price | 9 Denarii | +| Available From | Plebeians | + +## Production + +**Produced By:** +- Lavender Farm (Latium) + +## Usage + +**Required By:** +- Soap Maker (Latium) + +## Notes + +Lavender is a fragrant raw material grown in Latium, used together with lard to produce soap. diff --git a/docs/goods/leather.md b/docs/goods/leather.md new file mode 100644 index 0000000..d37c02d --- /dev/null +++ b/docs/goods/leather.md @@ -0,0 +1,29 @@ +# Leather + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Intermediate Product | +| Purchase Price | 34 Denarii | +| Selling Price | 13 Denarii | +| Available From | Plebeians | + +## Production + +**Produced By:** +- Tannery (Albion) +- Tannery (Latium) + +## Usage + +**Required By:** +- Armorer (Albion) +- Armorer (Latium) +- Sandal Maker (Latium) + +## Notes + +Leather is an intermediate product produced by tanneries. It is a key component in armor and sandal production. diff --git a/docs/goods/limestone.md b/docs/goods/limestone.md new file mode 100644 index 0000000..1a0c155 --- /dev/null +++ b/docs/goods/limestone.md @@ -0,0 +1,28 @@ +# Limestone + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Raw Material | +| Purchase Price | 12 Denarii | +| Selling Price | 4 Denarii | +| Available From | Equites, Nobles | + +## Production + +**Produced By:** +- Limestone Quarry (Albion) +- Limestone Quarry (Latium) + +## Usage + +**Required By:** +- Concrete Mixer (Albion) +- Concrete Mixer (Latium) + +## Notes + +Limestone is a raw material quarried in both regions. It is combined with quartz sand to produce concrete. diff --git a/docs/goods/lyras.md b/docs/goods/lyras.md new file mode 100644 index 0000000..8747557 --- /dev/null +++ b/docs/goods/lyras.md @@ -0,0 +1,29 @@ +# Lyras + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Need | +| Purchase Price | 310 Denarii | +| Selling Price | 124 Denarii | +| Available From | Patricians | + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +4 | +| Prestige | +2 | +| Happiness | +2 | + +## Production + +**Produced By:** +- Lyra Maker (Latium) + +## Notes + +Lyras are elegant musical instruments that satisfy the entertainment needs of Patricians. They are crafted from gilded wood and strings. diff --git a/docs/goods/malt.md b/docs/goods/malt.md new file mode 100644 index 0000000..b519f10 --- /dev/null +++ b/docs/goods/malt.md @@ -0,0 +1,26 @@ +# Malt + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Intermediate Product | +| Purchase Price | 16 Denarii | +| Selling Price | 6 Denarii | +| Available From | Smiths | + +## Production + +**Produced By:** +- Maltster (Albion) + +## Usage + +**Required By:** +- Brewery (Albion) + +## Notes + +Malt is an intermediate product produced by malting barley. It is the key ingredient in beer brewing. diff --git a/docs/goods/marble.md b/docs/goods/marble.md new file mode 100644 index 0000000..057fb83 --- /dev/null +++ b/docs/goods/marble.md @@ -0,0 +1,21 @@ +# Marble + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Construction Material | +| Purchase Price | 104 Denarii | +| Selling Price | 41 Denarii | +| Available From | Equites | + +## Production + +**Produced By:** +- Marble Mason (Latium) + +## Notes + +Marble is a premium construction material produced from raw marble. It is used in the construction of prestigious buildings. diff --git a/docs/goods/minerals.md b/docs/goods/minerals.md new file mode 100644 index 0000000..cbda2af --- /dev/null +++ b/docs/goods/minerals.md @@ -0,0 +1,27 @@ +# Minerals + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Raw Material | +| Purchase Price | 30 Denarii | +| Selling Price | 12 Denarii | +| Available From | Equites | + +## Production + +**Produced By:** +- Mineral Quarry (Latium) + +## Usage + +**Required By:** +- Jeweler (Latium) +- Mineral Crusher (Latium) + +## Notes + +Minerals are extracted from quarries in Latium. They are used to produce pigments and jewelry. diff --git a/docs/goods/mud.md b/docs/goods/mud.md new file mode 100644 index 0000000..7e967b8 --- /dev/null +++ b/docs/goods/mud.md @@ -0,0 +1,28 @@ +# Mud + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Raw Material | +| Purchase Price | 12 Denarii | +| Selling Price | 4 Denarii | +| Available From | Smiths, Mercators | + +## Production + +**Produced By:** +- Mud Dryer (Albion) + +## Usage + +**Required By:** +- Brickyard (Albion) +- Wattle Workshop (Albion) +- Potter (Albion) + +## Notes + +Mud is a raw material collected and dried in Albion. It is used in brick, wattle, and pottery production. diff --git a/docs/goods/murex-snails.md b/docs/goods/murex-snails.md new file mode 100644 index 0000000..f5ca422 --- /dev/null +++ b/docs/goods/murex-snails.md @@ -0,0 +1,26 @@ +# Murex Snails + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Raw Material | +| Purchase Price | 30 Denarii | +| Selling Price | 12 Denarii | +| Available From | Equites | + +## Production + +**Produced By:** +- Snail Farm (Latium) + +## Usage + +**Required By:** +- Dye Workshop (Latium) + +## Notes + +Murex snails are farmed in Latium to produce the famous Tyrian purple dye. diff --git a/docs/goods/necklaces.md b/docs/goods/necklaces.md new file mode 100644 index 0000000..e235cac --- /dev/null +++ b/docs/goods/necklaces.md @@ -0,0 +1,28 @@ +# Necklaces + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Need | +| Purchase Price | 326 Denarii | +| Selling Price | 130 Denarii | +| Available From | Patricians | + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +6 | +| Prestige | +2 | + +## Production + +**Produced By:** +- Jeweler (Latium) + +## Notes + +Necklaces are the most prestigious jewelry items in the game, providing exceptional population growth for Patricians. They are crafted from gold and minerals. diff --git a/docs/goods/olive-oil.md b/docs/goods/olive-oil.md new file mode 100644 index 0000000..451fcb2 --- /dev/null +++ b/docs/goods/olive-oil.md @@ -0,0 +1,29 @@ +# Olive Oil + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Need | +| Purchase Price | 72 Denarii | +| Selling Price | 28 Denarii | +| Available From | Plebeians | + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +1 | +| Income | +1 | +| Health | +1 | + +## Production + +**Produced By:** +- Olive Press (Latium) + +## Notes + +Olive oil is a versatile product that serves as a need for Plebeians in Latium. It provides benefits to population, income, and health. diff --git a/docs/goods/olives.md b/docs/goods/olives.md new file mode 100644 index 0000000..ac3a5f7 --- /dev/null +++ b/docs/goods/olives.md @@ -0,0 +1,26 @@ +# Olives + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Raw Material | +| Purchase Price | 24 Denarii | +| Selling Price | 9 Denarii | +| Available From | Plebeians | + +## Production + +**Produced By:** +- Olive Grower (Latium) + +## Usage + +**Required By:** +- Olive Press (Latium) + +## Notes + +Olives are a raw material grown in Latium's Mediterranean climate. They are pressed to produce olive oil. diff --git a/docs/goods/oxen.md b/docs/goods/oxen.md new file mode 100644 index 0000000..e0f838e --- /dev/null +++ b/docs/goods/oxen.md @@ -0,0 +1,28 @@ +# Oxen + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Raw Material | +| Purchase Price | 8 Denarii | +| Selling Price | 3 Denarii | +| Available From | Smiths | + +## Production + +**Produced By:** +- Ox Farm (Albion) + +## Usage + +**Required By:** +- Earth Oven (Albion) +- Horn Worker (Albion) +- Cheese Maker (Albion) + +## Notes + +Oxen are raised in Albion and provide resources for roast production, horn crafting, and cheese making. diff --git a/docs/goods/oysters-with-caviar.md b/docs/goods/oysters-with-caviar.md new file mode 100644 index 0000000..2f87762 --- /dev/null +++ b/docs/goods/oysters-with-caviar.md @@ -0,0 +1,29 @@ +# Oysters with Caviar + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Need | +| Purchase Price | 198 Denarii | +| Selling Price | 79 Denarii | +| Available From | Patricians | + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +3 | +| Income | +3 | +| Prestige | +2 | + +## Production + +**Produced By:** +- Seafood Gourmet (Latium) + +## Notes + +Oysters with Caviar is an extravagant delicacy that satisfies the refined tastes of Patricians in Latium. This luxury food provides significant bonuses to population, income, and prestige. diff --git a/docs/goods/oysters.md b/docs/goods/oysters.md new file mode 100644 index 0000000..646e8d4 --- /dev/null +++ b/docs/goods/oysters.md @@ -0,0 +1,26 @@ +# Oysters + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Raw Material | +| Purchase Price | 36 Denarii | +| Selling Price | 14 Denarii | +| Available From | Patricians | + +## Production + +**Produced By:** +- Oyster Farm (Latium) + +## Usage + +**Required By:** +- Seafood Gourmet (Latium) + +## Notes + +Oysters are a luxury raw material farmed in Latium's coastal waters. They are combined with caviar to create a prestigious dish. diff --git a/docs/goods/pigments.md b/docs/goods/pigments.md new file mode 100644 index 0000000..eac603f --- /dev/null +++ b/docs/goods/pigments.md @@ -0,0 +1,27 @@ +# Pigments + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Intermediate Product | +| Purchase Price | 50 Denarii | +| Selling Price | 20 Denarii | +| Available From | Equites | + +## Production + +**Produced By:** +- Mineral Crusher (Latium) + +## Usage + +**Required By:** +- Mosaic Maker (Latium) +- Glassblower (Latium) + +## Notes + +Pigments are colored powders ground from minerals. They are used to create colorful mosaics and fine glass items. diff --git a/docs/goods/pigs.md b/docs/goods/pigs.md new file mode 100644 index 0000000..84d4b5e --- /dev/null +++ b/docs/goods/pigs.md @@ -0,0 +1,31 @@ +# Pigs + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Raw Material | +| Purchase Price | 6 Denarii | +| Selling Price | 2 Denarii | +| Available From | Plebeians, Mercators | + +## Production + +**Produced By:** +- Pig Farm (Albion) +- Pig Farm (Latium) + +## Usage + +**Required By:** +- Tannery (Albion) +- Lard Cooker (Albion) +- Salsicium (Albion) +- Lard Cooker (Latium) +- Tannery (Latium) + +## Notes + +Pigs are a versatile raw material used in leather production, lard processing, and sausage making. diff --git a/docs/goods/pilei.md b/docs/goods/pilei.md new file mode 100644 index 0000000..3ab1711 --- /dev/null +++ b/docs/goods/pilei.md @@ -0,0 +1,28 @@ +# Pilei + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Need | +| Purchase Price | 20 Denarii | +| Selling Price | 8 Denarii | +| Available From | Liberti | + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +1 | +| Income | +1 | + +## Production + +**Produced By:** +- Pileus Felter (Latium) + +## Notes + +Pilei are felt caps that serve as a basic fashion need for the Liberti population in Latium. diff --git a/docs/goods/planks.md b/docs/goods/planks.md new file mode 100644 index 0000000..542ef2c --- /dev/null +++ b/docs/goods/planks.md @@ -0,0 +1,22 @@ +# Planks + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Construction Material | +| Purchase Price | 12 Denarii | +| Selling Price | 4 Denarii | +| Available From | Liberti, Waders | + +## Production + +**Produced By:** +- Sawmill (Albion) +- Sawmill (Latium) + +## Notes + +Planks are a fundamental construction material produced from wood at sawmills. They are available from the very beginning of the game and used extensively in building construction. diff --git a/docs/goods/ponies.md b/docs/goods/ponies.md new file mode 100644 index 0000000..8bf2388 --- /dev/null +++ b/docs/goods/ponies.md @@ -0,0 +1,26 @@ +# Ponies + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Raw Material | +| Purchase Price | 24 Denarii | +| Selling Price | 9 Denarii | +| Available From | Elders | + +## Production + +**Produced By:** +- Horse Catcher (Albion) + +## Usage + +**Required By:** +- Chariot Builder (Albion) + +## Notes + +Ponies are wild horses caught in Albion and trained to pull chariots. diff --git a/docs/goods/quartz-sand.md b/docs/goods/quartz-sand.md new file mode 100644 index 0000000..55dead9 --- /dev/null +++ b/docs/goods/quartz-sand.md @@ -0,0 +1,29 @@ +# Quartz Sand + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Raw Material | +| Purchase Price | 16 Denarii | +| Selling Price | 6 Denarii | +| Available From | Equites, Nobles | + +## Production + +**Produced By:** +- Sand Refinery (Albion) +- Sand Refinery (Latium) + +## Usage + +**Required By:** +- Concrete Mixer (Albion) +- Concrete Mixer (Latium) +- Glass Smelter (Latium) + +## Notes + +Quartz sand is a refined raw material used in concrete and glass production. diff --git a/docs/goods/raw-marble.md b/docs/goods/raw-marble.md new file mode 100644 index 0000000..b6a6516 --- /dev/null +++ b/docs/goods/raw-marble.md @@ -0,0 +1,26 @@ +# Raw Marble + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Raw Material | +| Purchase Price | 32 Denarii | +| Selling Price | 12 Denarii | +| Available From | Equites | + +## Production + +**Produced By:** +- Marble Quarry (Latium) + +## Usage + +**Required By:** +- Marble Mason (Latium) + +## Notes + +Raw marble is quarried in Latium and processed into finished marble blocks for construction. diff --git a/docs/goods/reed-shoes.md b/docs/goods/reed-shoes.md new file mode 100644 index 0000000..c595923 --- /dev/null +++ b/docs/goods/reed-shoes.md @@ -0,0 +1,28 @@ +# Reed Shoes + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Need | +| Purchase Price | 36 Denarii | +| Selling Price | 14 Denarii | +| Available From | Waders | + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +1 | +| Income | +1 | + +## Production + +**Produced By:** +- Shoe Weaver (Albion) + +## Notes + +Reed shoes are a simple footwear need for Waders in Albion, woven from reeds. diff --git a/docs/goods/reeds.md b/docs/goods/reeds.md new file mode 100644 index 0000000..e0fc72f --- /dev/null +++ b/docs/goods/reeds.md @@ -0,0 +1,28 @@ +# Reeds + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Raw Material | +| Purchase Price | 4 Denarii | +| Selling Price | 1 Denarii | +| Available From | Waders | + +## Production + +**Produced By:** +- Reed Gatherer (Albion) + +## Usage + +**Required By:** +- Wattle Workshop (Albion) +- Frame Builder (Albion) +- Shoe Weaver (Albion) + +## Notes + +Reeds are a basic raw material gathered in Albion's wetlands. They are used in wattle production, frame building, and making reed shoes. diff --git a/docs/goods/resin.md b/docs/goods/resin.md new file mode 100644 index 0000000..870d159 --- /dev/null +++ b/docs/goods/resin.md @@ -0,0 +1,29 @@ +# Resin + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Raw Material | +| Purchase Price | 16 Denarii | +| Selling Price | 6 Denarii | +| Available From | Plebeians, Mercators | + +## Production + +**Produced By:** +- Resin Tapper (Albion) +- Resin Tapper (Latium) + +## Usage + +**Required By:** +- Hairnet Weaver (Albion) +- Potter (Albion) +- Potter (Latium) + +## Notes + +Resin is a raw material tapped from trees in both regions. It is used in pottery and hairnet production. diff --git a/docs/goods/salt-brine.md b/docs/goods/salt-brine.md new file mode 100644 index 0000000..5b80148 --- /dev/null +++ b/docs/goods/salt-brine.md @@ -0,0 +1,26 @@ +# Salt Brine + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Intermediate Product | +| Purchase Price | 44 Denarii | +| Selling Price | 17 Denarii | +| Available From | Elders | + +## Production + +**Produced By:** +- Samphire Burner (Albion) + +## Usage + +**Required By:** +- Beaver Hat Maker (Albion) + +## Notes + +Salt brine is produced by burning samphire. It is used in the treatment of beaver pelts for hat making. diff --git a/docs/goods/samphire.md b/docs/goods/samphire.md new file mode 100644 index 0000000..b999e8e --- /dev/null +++ b/docs/goods/samphire.md @@ -0,0 +1,27 @@ +# Samphire + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Raw Material | +| Purchase Price | 24 Denarii | +| Selling Price | 9 Denarii | +| Available From | Elders | + +## Production + +**Produced By:** +- Samphire Gatherer (Albion) + +## Usage + +**Required By:** +- Samphire Burner (Albion) +- Earth Oven (Albion) + +## Notes + +Samphire is a coastal plant gathered in Albion. It is used in cooking and to produce salt brine. diff --git a/docs/goods/sandals.md b/docs/goods/sandals.md new file mode 100644 index 0000000..ddbbb72 --- /dev/null +++ b/docs/goods/sandals.md @@ -0,0 +1,28 @@ +# Sandals + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Need | +| Purchase Price | 82 Denarii | +| Selling Price | 32 Denarii | +| Available From | Plebeians | + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +1 | +| Prestige | +2 | + +## Production + +**Produced By:** +- Sandal Maker (Latium) + +## Notes + +Sandals are a fashion need for Plebeians in Latium. They are crafted from leather. diff --git a/docs/goods/sandarac-wood.md b/docs/goods/sandarac-wood.md new file mode 100644 index 0000000..9c9ae44 --- /dev/null +++ b/docs/goods/sandarac-wood.md @@ -0,0 +1,28 @@ +# Sandarac Wood + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Raw Material | +| Purchase Price | 24 Denarii | +| Selling Price | 9 Denarii | +| Available From | Equites | + +## Production + +**Produced By:** +- Sandarac Nursery (Latium) + +## Usage + +**Required By:** +- Gilder (Latium) +- Couch Builder (Latium) +- Tabula Maker (Latium) + +## Notes + +Sandarac wood is a premium wood cultivated in Latium. It is used in fine furniture and writing tablet production. diff --git a/docs/goods/sausages.md b/docs/goods/sausages.md new file mode 100644 index 0000000..a055d75 --- /dev/null +++ b/docs/goods/sausages.md @@ -0,0 +1,28 @@ +# Sausages + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Need | +| Purchase Price | 52 Denarii | +| Selling Price | 20 Denarii | +| Available From | Mercators | + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +2 | +| Income | +1 | + +## Production + +**Produced By:** +- Salsicium (Albion) + +## Notes + +Sausages are a food need for Mercators in Albion, made from pigs and herbs. diff --git a/docs/goods/scallop-shells.md b/docs/goods/scallop-shells.md new file mode 100644 index 0000000..d8816a7 --- /dev/null +++ b/docs/goods/scallop-shells.md @@ -0,0 +1,26 @@ +# Scallop Shells + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Raw Material | +| Purchase Price | 30 Denarii | +| Selling Price | 12 Denarii | +| Available From | Nobles | + +## Production + +**Produced By:** +- Scallop Farm (Albion) + +## Usage + +**Required By:** +- Narcissium (Albion) + +## Notes + +Scallop shells are farmed in Albion's waters and polished to make decorative hand mirrors. diff --git a/docs/goods/sheep.md b/docs/goods/sheep.md new file mode 100644 index 0000000..aa439f8 --- /dev/null +++ b/docs/goods/sheep.md @@ -0,0 +1,31 @@ +# Sheep + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Raw Material | +| Purchase Price | 4 Denarii | +| Selling Price | 1 Denarii | +| Available From | Liberti, Smiths, Mercators | + +## Production + +**Produced By:** +- Sheep Farm (Albion) +- Sheep Farm (Latium) + +## Usage + +**Required By:** +- Sailmaker (Albion) +- Sailmaker (Latium) +- Birrus Tailor (Albion) +- Trouser Maker (Albion) +- String Maker (Latium) + +## Notes + +Sheep are a versatile raw material providing wool for various clothing and textile production chains in both regions. diff --git a/docs/goods/silver-ore.md b/docs/goods/silver-ore.md new file mode 100644 index 0000000..7b2adae --- /dev/null +++ b/docs/goods/silver-ore.md @@ -0,0 +1,26 @@ +# Silver Ore + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Raw Material | +| Purchase Price | 10 Denarii | +| Selling Price | 4 Denarii | +| Available From | Mercators | + +## Production + +**Produced By:** +- Silver Mine (Albion) + +## Usage + +**Required By:** +- Silversmith (Albion) + +## Notes + +Silver ore is mined in Albion and refined into silver for jewelry and decoration. diff --git a/docs/goods/silver.md b/docs/goods/silver.md new file mode 100644 index 0000000..89cdbd7 --- /dev/null +++ b/docs/goods/silver.md @@ -0,0 +1,27 @@ +# Silver + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Intermediate Product | +| Purchase Price | 26 Denarii | +| Selling Price | 10 Denarii | +| Available From | Mercators | + +## Production + +**Produced By:** +- Silversmith (Albion) + +## Usage + +**Required By:** +- Narcissium (Albion) +- Fibularium (Albion) + +## Notes + +Silver is a refined precious metal used in producing mirrors and fibulae. diff --git a/docs/goods/small-birds.md b/docs/goods/small-birds.md new file mode 100644 index 0000000..40a6f5f --- /dev/null +++ b/docs/goods/small-birds.md @@ -0,0 +1,26 @@ +# Small Birds + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Raw Material | +| Purchase Price | 36 Denarii | +| Selling Price | 14 Denarii | +| Available From | Nobles | + +## Production + +**Produced By:** +- Bird Catcher (Albion) + +## Usage + +**Required By:** +- Tongue Puller (Albion) + +## Notes + +Small birds are caught in Albion to harvest their tongues for an exotic delicacy. diff --git a/docs/goods/soap.md b/docs/goods/soap.md new file mode 100644 index 0000000..116c4ce --- /dev/null +++ b/docs/goods/soap.md @@ -0,0 +1,28 @@ +# Soap + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Need | +| Purchase Price | 74 Denarii | +| Selling Price | 29 Denarii | +| Available From | Plebeians | + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +1 | +| Health | +2 | + +## Production + +**Produced By:** +- Soap Maker (Latium) + +## Notes + +Soap is a hygiene need for Plebeians in Latium. It is produced from lard and lavender. diff --git a/docs/goods/strings.md b/docs/goods/strings.md new file mode 100644 index 0000000..1ce02a9 --- /dev/null +++ b/docs/goods/strings.md @@ -0,0 +1,26 @@ +# Strings + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Intermediate Product | +| Purchase Price | 46 Denarii | +| Selling Price | 18 Denarii | +| Available From | Patricians | + +## Production + +**Produced By:** +- String Maker (Latium) + +## Usage + +**Required By:** +- Lyra Maker (Latium) + +## Notes + +Strings are crafted from sheep gut at the String Maker. They are essential for producing lyras. diff --git a/docs/goods/sturgeons.md b/docs/goods/sturgeons.md new file mode 100644 index 0000000..609f8b1 --- /dev/null +++ b/docs/goods/sturgeons.md @@ -0,0 +1,26 @@ +# Sturgeons + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Raw Material | +| Purchase Price | 36 Denarii | +| Selling Price | 14 Denarii | +| Available From | Patricians | + +## Production + +**Produced By:** +- Sturgeon Farm (Latium) + +## Usage + +**Required By:** +- Fish Roe Harvester (Latium) + +## Notes + +Sturgeons are a valuable fish species farmed in Latium. They are processed to obtain their precious caviar. diff --git a/docs/goods/tin-ore.md b/docs/goods/tin-ore.md new file mode 100644 index 0000000..3d3025e --- /dev/null +++ b/docs/goods/tin-ore.md @@ -0,0 +1,27 @@ +# Tin Ore + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Raw Material | +| Purchase Price | 4 Denarii | +| Selling Price | 1 Denarii | +| Available From | Smiths | + +## Production + +**Produced By:** +- Tin Mine (Albion) + +## Usage + +**Required By:** +- Bronze Smelter (Albion) +- Horn Worker (Albion) + +## Notes + +Tin ore is mined in Albion and combined with copper ore to produce bronze. diff --git a/docs/goods/togas.md b/docs/goods/togas.md new file mode 100644 index 0000000..b3747ff --- /dev/null +++ b/docs/goods/togas.md @@ -0,0 +1,28 @@ +# Togas + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Need | +| Purchase Price | 190 Denarii | +| Selling Price | 76 Denarii | +| Available From | Equites | + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +2 | +| Prestige | +3 | + +## Production + +**Produced By:** +- Loom (Latium) + +## Notes + +Togas are prestigious garments worn by the Equites class in Latium. They are produced from fabric dyed with Tyrian purple. diff --git a/docs/goods/torques.md b/docs/goods/torques.md new file mode 100644 index 0000000..92c57b5 --- /dev/null +++ b/docs/goods/torques.md @@ -0,0 +1,28 @@ +# Torques + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Need | +| Purchase Price | 34 Denarii | +| Selling Price | 13 Denarii | +| Available From | Smiths | + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +2 | +| Income | +1 | + +## Production + +**Produced By:** +- Wire Twister (Albion) + +## Notes + +Torques are traditional Celtic neck rings made from twisted copper wire. They serve as a prestige need for Smiths in Albion. diff --git a/docs/goods/trousers.md b/docs/goods/trousers.md new file mode 100644 index 0000000..146d1bc --- /dev/null +++ b/docs/goods/trousers.md @@ -0,0 +1,28 @@ +# Trousers + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Need | +| Purchase Price | 42 Denarii | +| Selling Price | 16 Denarii | +| Available From | Smiths | + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +1 | +| Prestige | +2 | + +## Production + +**Produced By:** +- Trouser Maker (Albion) + +## Notes + +Trousers are a clothing need for Smiths in Albion, made from sheep wool and dye plants. diff --git a/docs/goods/tyrian-purple.md b/docs/goods/tyrian-purple.md new file mode 100644 index 0000000..8862404 --- /dev/null +++ b/docs/goods/tyrian-purple.md @@ -0,0 +1,27 @@ +# Tyrian Purple + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Intermediate Product | +| Purchase Price | 78 Denarii | +| Selling Price | 31 Denarii | +| Available From | Equites | + +## Production + +**Produced By:** +- Dye Workshop (Latium) + +## Usage + +**Required By:** +- Upholsterer (Latium) +- Loom (Latium) + +## Notes + +Tyrian purple is a precious dye extracted from murex snails. It was historically one of the most valuable commodities and is used to create luxurious purple-dyed items. diff --git a/docs/goods/undercarriage.md b/docs/goods/undercarriage.md new file mode 100644 index 0000000..da16ffc --- /dev/null +++ b/docs/goods/undercarriage.md @@ -0,0 +1,26 @@ +# Undercarriage + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Intermediate Product | +| Purchase Price | 56 Denarii | +| Selling Price | 22 Denarii | +| Available From | Elders | + +## Production + +**Produced By:** +- Frame Builder (Albion) + +## Usage + +**Required By:** +- Chariot Builder (Albion) + +## Notes + +Undercarriages are wooden frames built for chariots, made from wood and reeds. diff --git a/docs/goods/wheat.md b/docs/goods/wheat.md new file mode 100644 index 0000000..ef20870 --- /dev/null +++ b/docs/goods/wheat.md @@ -0,0 +1,28 @@ +# Wheat + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Raw Material | +| Purchase Price | 12 Denarii | +| Selling Price | 4 Denarii | +| Available From | Plebeians, Mercators | + +## Production + +**Produced By:** +- Wheat Farm (Albion) +- Wheat Farm (Latium) + +## Usage + +**Required By:** +- Donkey Mill (Albion) +- Grain Mill (Latium) + +## Notes + +Wheat is a fundamental agricultural product used to produce flour, which is then used to bake bread. diff --git a/docs/goods/wigs.md b/docs/goods/wigs.md new file mode 100644 index 0000000..0017a7e --- /dev/null +++ b/docs/goods/wigs.md @@ -0,0 +1,29 @@ +# Wigs + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Need | +| Purchase Price | 192 Denarii | +| Selling Price | 76 Denarii | +| Available From | Nobles | + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +3 | +| Prestige | +3 | +| Health | -1 | + +## Production + +**Produced By:** +- Wig Maker (Albion) + +## Notes + +Wigs are a fashion need for Nobles in Albion. They are made from horsehair attached to hairnets. diff --git a/docs/goods/wine.md b/docs/goods/wine.md new file mode 100644 index 0000000..f2665f6 --- /dev/null +++ b/docs/goods/wine.md @@ -0,0 +1,31 @@ +# Wine + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Need | +| Purchase Price | 90 Denarii | +| Selling Price | 36 Denarii | +| Available From | Equites, Elders, Nobles | + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +3 | +| Income | +2 | +| Health | -1 | +| Happiness | +1 | + +## Production + +**Produced By:** +- Winery (Albion) +- Winery (Latium) + +## Notes + +Wine is a luxury drink that satisfies the needs of higher population tiers. While it provides significant population and income bonuses, it has a slight negative impact on health. diff --git a/docs/goods/wood.md b/docs/goods/wood.md new file mode 100644 index 0000000..76b43a0 --- /dev/null +++ b/docs/goods/wood.md @@ -0,0 +1,30 @@ +# Wood + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Raw Material | +| Purchase Price | 4 Denarii | +| Selling Price | 1 Denarii | +| Available From | Liberti, Waders | + +## Production + +**Produced By:** +- Lumberjack (Albion) +- Lumberjack (Latium) + +## Usage + +**Required By:** +- Tannery (Albion) +- Sawmill (Albion) +- Sawmill (Latium) +- Frame Builder (Albion) + +## Notes + +Wood is a basic raw material harvested by lumberjacks in both regions. It serves as the input for sawmills to produce planks and is also used by tanneries. diff --git a/docs/goods/writing-tablets.md b/docs/goods/writing-tablets.md new file mode 100644 index 0000000..a1637e0 --- /dev/null +++ b/docs/goods/writing-tablets.md @@ -0,0 +1,28 @@ +# Writing Tablets + +**Entity Type:** Good + +## Properties + +| Field | Value | +|-------|-------| +| Category | Need | +| Purchase Price | 134 Denarii | +| Selling Price | 53 Denarii | +| Available From | Equites | + +## Attributes + +| Attribute | Value | +|-----------|-------| +| Population | +2 | +| Knowledge | +3 | + +## Production + +**Produced By:** +- Tabula Maker (Latium) + +## Notes + +Writing tablets are educational items that satisfy the knowledge needs of the Equites class. They are crafted from sandarac wood and honeycombs. diff --git a/docs/index.md b/docs/index.md index b1e71d3..31d2c67 100644 --- a/docs/index.md +++ b/docs/index.md @@ -35,6 +35,9 @@ Ship hulls, modules, and naval combat systems. ### [Specialists](./specialists/_index.md) Characters that can be slotted into buildings to modify stats. +### [Skills](./skills/_index.md) +Research discoveries that unlock new abilities, buildings, and bonuses. + ### [Systems](./systems/_index.md) Core game mechanics including trade, maintenance, and area effects. diff --git a/docs/ships/_index.md b/docs/ships/_index.md index c39f4ed..f56e607 100644 --- a/docs/ships/_index.md +++ b/docs/ships/_index.md @@ -30,6 +30,12 @@ Ships are built in Shipyards. Construction consumes resources and time. - [Scorpio](./modules/scorpio.md) - Side-mounted high-damage spears - [Onager](./modules/onager.md) - Forward catapult, long range +## Captains + +Each ship has one captain slot for equipping specialist items that provide various bonuses. + +See [Captains](./captains.md) for the complete list of captain items organized by rarity and category. + ## Ship Design Slots - Save up to 2 custom designs per hull per shipyard (6 total) diff --git a/docs/ships/captains.md b/docs/ships/captains.md new file mode 100644 index 0000000..e51d176 --- /dev/null +++ b/docs/ships/captains.md @@ -0,0 +1,209 @@ +# Ship Captains + +Captain items are specialists that can be equipped on ships to provide various bonuses. Each ship has one captain slot. + +## Overview + +- **Slot Type:** Captain (one per ship) +- **Categories:** Finance, Military, Seafaring +- **Rarities:** Common, Rare, Epic, Legendary, Unique +- **Sources:** Traders, Research, Hall of Fame + +## Captains by Rarity + +### Unique + +| Name | Category | Key Effects | Source | +|------|----------|-------------|--------| +| [Merypath, Gromatic Surveyor](../specialists/merypath-gromaticus-vermesser.md) | Seafaring | +100% discovery radius, +25% HP, +15% speed, +45 wind angle | Hall of Fame (requires <5,000 fleet strength) | + +### Legendary + +| Name | Category | Key Effects | Source / Unlock | +|------|----------|-------------|-----------------| +| [Agesistrata of Perga, Lithoballistic Scholar](../specialists/agesistrata-of-perga-lithoballistic-scholar.md) | Military | +20% catapult precision, +15% range, +30 ranged attack, +30% attack speed | All traders / Generate over 10,000 Knowledge | +| [Ahumm of Sidon, Naumachia Champion](../specialists/ahumm-of-sidon-naumachia-champion.md) | Military | +25% scorpio range, +45 attack speed, +60 HP, +100% self-repair | All traders / Ship must be heavily armed | +| [Amulius Ignius Serranus, Thysdrian Praetor](../specialists/amulius-ignius-serranus-thysdrian-praetor.md) | Seafaring | +75% HP, +15% speed, damage slowdown immunity, +40% province travel | Research (Military) / Equip ship with archers | +| [Caemgen Sciathoir, Blade Wonder](../specialists/caemgen-sciathoir-blade-wonder.md) | Military | +20% archer/scorpio precision, +40%/+25% range, +10% speed | Research (Military) / Complete 20+ missions | +| [Calydon Deiranira, Arcadian Archer](../specialists/calydon-deiranira-arcadian-archer.md) | Military | +25% archer precision, +40% range/torching/attack speed | All traders / All weapons must be on board | +| [Cantabricus IV, Hegemon of the Seas](../specialists/cantabricus-iv-hegemon-of-the-seas.md) | Military | +25% scorpio precision, +30% range, +4 ranged attack, +45% attack speed | All traders | +| [Connmhach, Bodhran Drummer](../specialists/connmhach-bodhran-drummer.md) | Seafaring | -80% workforce, +10% speed, -75% cargo slowdown | All traders / Works well with rowers | +| [Copia Abundantia, the Virtuous and Wealthy](../specialists/copia-abundantia-the-virtuous-and-wealthy.md) | Finance | -50% upkeep, -20% trade prices, -40% cargo slowdown | Research (Economy) / Have 25+ active trade routes | +| [Cuillionn Ni Aife, Formerly of the Scathach](../specialists/cuillionn-ni-aife-formerly-of-the-scathach.md) | Military | +1,200 denarii per sunk ship, +30% archer range, +10% speed, -50% damage slowdown | All traders | +| [Dacianus, Successful Diver](../specialists/dacianus-successful-diver.md) | Finance | +1,500 denarii per sunk ship, +45% torching/archer attack speed | All traders / Worship Neptune on an island | +| [Deaglan Donnchadh, Gaothoir Orga](../specialists/deaglan-donnchadh-gaothoir-orga.md) | Seafaring | +85% HP, +65% cargo weight slowdown, +65% bad wind impact, +30 wind angle | Research (Military) / Dedicate island to Cernunnos | +| [Iosa O Iona, Hard as Diamond](../specialists/iosa-o-iona-hart-wie-diamant.md) | Seafaring | +80% HP, +150% self-repair, +75% goods transfer, +50% province travel | All traders / Have 75+ Emperor reputation | +| [Captain Ahab of Miolmor](../specialists/kapitaen-achab-von-miolmor.md) | Seafaring | -80% cargo slowdown, -90% damage slowdown, -100% bad wind impact | All traders / Have 15+ trade routes | +| [Keincaled, the Tough One](../specialists/keincaled-die-zaehe.md) | Seafaring | -60% upkeep, +90 HP, +100 self-repair, -80% damage slowdown | All traders / Have 20,000+ fleet strength | +| [Magnus Pompeiuns Magnus, Princeps Nauarchus Maximus](../specialists/magnus-pompeiuns-magnus-princeps-nauarchus-maximus.md) | Military | +25% catapult precision, +20% range, +30 ranged attack, +40% attack speed | All traders / Generate 5,000+ income | +| [Marinus of Sidon, Medidian Cartographer](../specialists/marinus-of-sidon-medidian-kartograph.md) | Seafaring | +150% discovery radius, +10% speed, -70% bad wind impact, +40% province travel | All traders / Discover 16+ islands | +| [Paullus Julius Frigoris, the Restless](../specialists/paullus-julius-frigoris-the-restless.md) | Seafaring | -90% upkeep, +80% goods transfer, +15% speed, +15% province travel | All traders / Must be equipped on flagship | +| [Scipio Thrasea Albionicus, Praefectus Classis Veteranus](../specialists/scipio-thrasea-albionicus-praefectus-classis-veteranus.md) | Military | +3 archer attack, +30% torching/archer attack speed, +50% HP | All traders / Own 10+ trading posts | +| [Shuemsaf, Beloved by the Wind](../specialists/shuemsaf-beloved-by-the-wind.md) | Seafaring | +20% speed, -80% bad wind penalty, +45 wind angle | Research (Military) / Dedicate island to Neptune | + +### Epic + +| Name | Category | Key Effects | Source | +|------|----------|-------------|--------| +| [Aelia Avita, the Never Idle](../specialists/aelia-avita-the-never-idle.md) | Seafaring | +60% HP, +60% goods transfer, -70% cargo slowdown | All traders | +| [Aisling Sidhbe, of the Wind Folk](../specialists/aisling-sidhbe-of-the-wind-folk.md) | Seafaring | +15% speed, -75% bad wind impact | All traders | +| [Prudent Rigger](../specialists/prudent-rigger.md) | Seafaring | +25% HP, -40% cargo slowdown | All traders | +| [Caelus Laecanius, the Unbroken](../specialists/caelus-laecanius-the-unbroken.md) | Seafaring | +30% HP, +15% speed, -50% damage slowdown | All traders | +| [Cathubodua, Battle Crow](../specialists/cathubodua-battle-crow.md) | Military | +20% archer precision, +2 archer attack, +15% speed, +30% province travel | All traders | +| [Centurio Chirotreca, Ship's Cat](../specialists/centurio-chirotreca-ships-cat.md) | Finance | -50% upkeep, +15% speed, +35% province travel | All traders | +| [Farah, Famous Envoy](../specialists/farah-famous-envoy.md) | Seafaring | +100% discovery radius, +60% goods transfer, +30% province travel | Latium traders | +| [Gan Ye, Envoy of Haixi](../specialists/gan-ye-envoy-of-haixi.md) | Finance | -25% upkeep, -10% trade prices, +30% province travel | All traders | +| [Gastraphetus, Ballistic Hero](../specialists/gastraphetus-ballistic-hero.md) | Military | +25% scorpio range, +35% attack speed | Valeria | +| [Gigantulas, Polyphemic Captain](../specialists/gigantulas-polyphemic-captain.md) | Military | +150% HP, +200% self-repair, -20% speed | All traders | +| [Lars Farsuleius, Wind-Swift Dockworker](../specialists/lars-farsuleius-windflinker-hafenarbeiter.md) | Seafaring | +10% speed, -50% cargo slowdown, +25% province travel | All traders | +| [Menaechmus, Parabola Genius](../specialists/menaechmus-parabeln-genie.md) | Military | +20% catapult precision, +35% attack speed | All traders | +| [Naomh Og, the Wavewalker](../specialists/naomh-og-die-wellenreiterin.md) | Seafaring | +65% HP, +150% self-repair, +15% speed | All traders | +| [Osmuinn, Tathlum Bearer](../specialists/osmuinn-tathlum-bearer.md) | Military | +30% archer range, +30% torching, +30% archer attack speed | Manx | +| [Prima Quartienus, Quartermaster](../specialists/prima-quartienus-quartermaster.md) | Finance | -15% trade prices, +100% goods transfer | Diana | +| [Secunda Alesia, Sureshot Ballisteer](../specialists/secunda-alesia-sureshot-ballisteer.md) | Military | +20% catapult/scorpio precision, +30/+5 ranged attack | Diana | + +### Rare + +| Name | Category | Key Effects | Source | +|------|----------|-------------|--------| +| [Tense Leader](../specialists/tense-leader.md) | Seafaring | -25% workforce, +40% goods transfer, +15% province travel | All traders | +| [Steadfast Wind Sailor](../specialists/steadfast-wind-sailor.md) | Seafaring | -60% bad wind penalty, +25 wind angle, +20% province travel | All traders | +| [Collegiatus of Aeneas](../specialists/collegiatus-von-aeneas.md) | Seafaring | +50% discovery radius, +10% speed | All traders | +| [Even Keeler](../specialists/even-keeler.md) | Seafaring | +35% HP, +100% self-repair | All traders | +| [Fleet Boatswain](../specialists/fleet-boatswain.md) | Seafaring | +10% speed, +20% province travel | All traders | +| [Eager Loader](../specialists/eager-loader.md) | Seafaring | +40% goods transfer, +10% speed | All traders | +| [Shipbuilding Mindfulness](../specialists/shipbuilding-mindfulness.md) | Seafaring | +30% HP, -40% cargo slowdown | All traders | +| [Unburdened Beneficarius](../specialists/unburdened-beneficarius.md) | Seafaring | -40% workforce, -50% cargo slowdown | All traders | +| [Irritable Navigator](../specialists/irritable-navigator.md) | Seafaring | +15% speed | All traders | +| [Warranty Giver](../specialists/warranty-giver.md) | Finance | -10% trade prices, -30% damage slowdown | All traders | +| [Deep Sea Shoveler](../specialists/deep-sea-shoveler.md) | Finance | +500 denarii per sunk ship, +10% scorpio range, +15% attack speed | All traders | +| [Thundering Bolt Slinger](../specialists/thundering-bolt-slinger.md) | Military | +15% scorpio precision, +20% attack speed | All traders | +| [Projectile Polymath](../specialists/projectile-polymath.md) | Military | +10% catapult range, +25% attack speed | All traders | +| [Farsighted Fletcher](../specialists/farsighted-fletcher.md) | Military | +20% archer range, +15% torching, +15% archer attack speed | All traders | +| [Eagle-Eyed Rangefinder](../specialists/eagle-eyed-rangefinder.md) | Military | +15% archer precision, +20% archer range | All traders | + +### Common + +| Name | Category | Key Effects | Source | +|------|----------|-------------|--------| +| [Taskmaster](../specialists/taskmaster.md) | Seafaring | +15% goods transfer, +20% province travel | All traders | +| [Mender](../specialists/mender.md) | Seafaring | +15% HP, +50% self-repair | All traders | +| [Cruiser](../specialists/kreuzer.md) | Seafaring | +5% speed, +25 wind angle | All traders | +| [Helmsperson](../specialists/helmsperson.md) | Seafaring | +10% speed | All traders | +| [Crack Preventer](../specialists/crack-preventer.md) | Seafaring | +10% HP, -25% damage slowdown | All traders | +| [Collector](../specialists/collector.md) | Seafaring | +25% goods transfer | All traders | +| [Bailer](../specialists/bailer.md) | Seafaring | +15% HP, +5% speed | All traders | +| [Reinforcer](../specialists/reinforcer.md) | Seafaring | +20% HP | All traders | +| [Windbreaker](../specialists/windbreaker.md) | Seafaring | -50% bad wind penalty, +10 wind angle | All traders | +| [Unloader](../specialists/unloader.md) | Finance | -5% trade prices, -25% cargo slowdown | All traders | +| [Rangefinder](../specialists/rangefinder.md) | Military | +5% catapult range, +10% scorpio range | All traders | +| [Reviver](../specialists/reviver.md) | Military | +10% torching, +10% archer attack speed | All traders | +| [Honer](../specialists/honer.md) | Military | +10% archer precision, +1 archer attack | All traders | +| [Precisionist](../specialists/precisionist.md) | Military | +10% archer precision, +10% scorpio precision | All traders | + +## Captains by Category + +### Finance Captains + +Finance captains focus on reducing costs and increasing income from naval activities. + +- **Cost Reduction:** Lower ship upkeep and trade prices +- **Income Generation:** Bonus denarii for sunk ships +- **Trade Efficiency:** Faster goods transfer + +### Military Captains + +Military captains enhance ship combat capabilities. + +- **Archer Bonuses:** Precision, range, attack speed, damage +- **Scorpio Bonuses:** Precision, range, attack speed, damage +- **Catapult Bonuses:** Precision, range, attack speed, damage +- **Torching:** Faster fire attacks + +### Seafaring Captains + +Seafaring captains improve ship navigation and durability. + +- **Speed:** Movement speed and province travel speed +- **Durability:** HP, self-repair speed +- **Wind Handling:** Reduced bad wind penalties, increased favorable wind angle +- **Cargo:** Reduced cargo weight slowdown +- **Exploration:** Increased discovery radius + +## Effect Translations + +| German Term | English Translation | +|-------------|---------------------| +| Warentransfergeschwindigkeit | Goods Transfer Speed | +| Reisegeschwindigkeit zwischen Provinzen | Province Travel Speed | +| Verlangsamung durch Schaeden | Damage Slowdown | +| Cargo Weight Slowdown | Cargo Weight Slowdown | +| Unfavourable wind impact / "Schlechter Wind"-Bonus | Bad Wind Penalty | +| Favourable wind angle | Favorable Wind Angle | +| Schiffskatapult-Praezision | Ship Catapult Precision | +| Schiffskatapult-Angriffsreichweite | Ship Catapult Attack Range | +| Schiffskatapult-Fernangriff | Ship Catapult Ranged Attack | +| Schiffskatapult-Angriffsgeschwindigkeit | Ship Catapult Attack Speed | +| Schiffsscorpio-Praezision | Ship Scorpio Precision | +| Schiffsscorpio-Angriffsreichweite | Ship Scorpio Attack Range | +| Schiffsscorpio-Fernangriff | Ship Scorpio Ranged Attack | +| Schiffsscorpio-Angriffsgeschwindigkeit | Ship Scorpio Attack Speed | +| Schiffsschuetzenpraezision | Ship Archer Precision | +| Schiffsschuetzenangriffswerte | Ship Archer Attack Value | +| Ship archers attack speed | Ship Archer Attack Speed | +| Ship archers attack range | Ship Archer Attack Range | +| Torching speed | Torching Speed | +| Self-repair speed | Self-Repair Speed | +| Discovery radius | Discovery Radius | +| Hitpoints | Hitpoints | +| Movement speed | Movement Speed | +| Upkeep cost | Upkeep Cost | +| Workforce needed | Workforce Needed | +| Denare fuer versenkte Schiffe | Denarii for Sunk Ships | +| Handelspreise | Trade Prices | + +## Sources + +### Traders + +- **All traders:** Available from any trader in both Latium and Albion +- **Latium traders:** Only available from traders in Latium (Diana, Valeria, Corvinus) +- **Albion traders:** Only available from traders in Albion (Manx) +- **Specific traders:** Some captains are exclusive to specific NPCs (Diana, Valeria, Corvinus, Manx) + +### Research + +Captain items can also be unlocked via research: +- **Economy Specialist:** Trade and finance-focused captains +- **Civil Specialist:** Civilian bonuses +- **Military Specialist:** Combat-focused captains + +### Hall of Fame + +Some unique captains are rewards from the Hall of Fame achievement system. + +## Boost Unlocks + +Many legendary captains have boost conditions that must be met to fully unlock their potential: + +| Captain | Boost Condition | +|---------|-----------------| +| Agesistrata of Perga | Generate over 10,000 Knowledge | +| Ahumm of Sidon | Ship must be heavily armed | +| Amulius Ignius Serranus | Equip ship with archers | +| Caemgen Sciathoir | Complete at least 20 missions | +| Calydon Deiranira | All weapons must be on board | +| Connmhach | Works well with rowers | +| Copia Abundantia | Have 25+ active trade routes | +| Cuillionn Ni Aife | May hold a grudge | +| Dacianus | Worship Neptune on an island | +| Deaglan Donnchadh | Dedicate an island to Cernunnos | +| Iosa O Iona | Have 75+ Emperor reputation | +| Captain Ahab | Have 15+ trade routes | +| Keincaled | Have 20,000+ fleet strength | +| Magnus Pompeiuns Magnus | Generate 5,000+ income | +| Marinus of Sidon | Discover 16+ islands | +| Paullus Julius Frigoris | Must be equipped on flagship | +| Scipio Thrasea Albionicus | Own 10+ trading posts | +| Shuemsaf | Dedicate an island to Neptune | +| Merypath | Less than 5,000 fleet strength | diff --git a/docs/skills/_index.md b/docs/skills/_index.md new file mode 100644 index 0000000..1f524f1 --- /dev/null +++ b/docs/skills/_index.md @@ -0,0 +1,43 @@ +# Skills + +Skills are research discoveries that unlock new abilities, buildings, and bonuses in Anno 117: Pax Romana. They are organized into categories and must be unlocked through the skill tree. + +## Overview + +- **Type:** Inspiration skills are placed deeper in the research tree and require specific conditions to unlock +- **Unlock Requirements:** Each skill node has two conditions - a required amount of generated knowledge and a secondary requirement (e.g., building a specific structure) +- **Progression:** Once unlocked, a skill node can serve as a starting point for further research + +## Skill Categories + +- [Civic](./civic.md) - City administration upgrades, service building improvements, and area effects +- [Economy](./economy.md) - Production improvements, workforce bonuses, and economic mechanics +- [Military](./military.md) - Military units, defensive structures, naval combat, and warfare enhancements + +## Skill Types + +| Type | Description | +|------|-------------| +| Inspiration | Advanced skills deeper in the research tree requiring special unlock conditions | + +## Usage Tips + +- **Plan Ahead:** Review skill requirements before committing to a research path +- **Build Requirements:** Many skills require constructing specific buildings as prerequisites +- **Knowledge Generation:** Ensure adequate knowledge production to unlock deeper skill nodes + +--- + +## All Skills + +### Military + +- [Another Brick In The Wall](./another-brick-in-the-wall.md) - Walls hitpoints +5% (Repeatable Research) +- [Brick By Brick](./brick-by-brick.md) - Halves construction costs for Stone Walls and Stone Gates +- [Camp Campaigning](./camp-campaigning.md) - Encampments gain +1 Happiness, +1 Fire Safety, +1 Prestige area effects +- [Dominion Research](./dominion-research-2.md) - Inspiration type, requires conquering 1 island and 9,000 Knowledge +- [Equicurrian Chariots](./equicurrian-chariots.md) - Enhances Chariot troops with +25% attack range, +1 ranged offence, +10% movement speed +- [Imperial Measures](./imperial-measures.md) - +100% ship construction speed for Shipyards +- [Spathas](./spathas.md) - Improves Praetorian Cavalry stats (Morale +50, Melee offence +1, Charge offence +4) +- [Sturdy Construction](./sturdy-construction.md) - +5% Hitpoints for Towers and Gates (Repeatable Research, 1.5M Knowledge) +- [Sword and Sald (Brave Hearts)](./brave-hearts.md) - Repeatable Research, yields random Legendary Specialist in Military, Seafaring, or Civics diff --git a/docs/skills/another-brick-in-the-wall.md b/docs/skills/another-brick-in-the-wall.md new file mode 100644 index 0000000..d7cd167 --- /dev/null +++ b/docs/skills/another-brick-in-the-wall.md @@ -0,0 +1,48 @@ +# Another Brick In The Wall + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Skill Type | Repeatable Research | +| Knowledge Cost | 1,500,000 | + +## Effects + +| Effect Type | Target | Value | +|------------|--------|-------| +| Hitpoints | Walls | +5% | + +## Description + +Increases the defensive strength of your Walls. + +Another Brick In The Wall is a **Repeatable Research** skill. These are the most expensive research options and are found at the very end of the skill tree. What makes them special is that they can be researched again and again. However, their costs and thus the required research time increase drastically with each level. The first research costs **1.5 million Knowledge**. + +## Requirements + +This skill is located deep in the Military branch of the skill tree and requires reaching the end-game research nodes. + +## Related Skills + +Other Military skills related to defensive structures: + +- Brick By Brick - Construction improvement +- Stone Walls - Advanced wall type +- Rammed Earth - Foundation type +- Bargain Palisades - Cost-effective walls +- Sturdy Construction - Building durability +- Tower Ballistae - Tower weaponry +- Tower Contiguity - Tower placement bonus + +## See Also + +- [Military](./military.md) - Overview of all Military skills +- [Buildings](../buildings/_index.md) - Defensive structures + +## Source + +- [anno.land](https://anno.land/en/anno-117-skills/stein-um-stein/) diff --git a/docs/skills/brave-hearts.md b/docs/skills/brave-hearts.md new file mode 100644 index 0000000..e011f72 --- /dev/null +++ b/docs/skills/brave-hearts.md @@ -0,0 +1,92 @@ +# Sword and Sald (Brave Hearts) + +A Military category skill that grants legendary specialists. + +## Basic Information + +| Field | Value | +|-------|-------| +| **English Name** | Sword and Sald | +| **German Name** | Tapfere Herzen | +| **Translation** | Brave Hearts | +| **Category** | Military | +| **Skill Type** | Repeatable Research | +| **Initial Cost** | 1,500,000 Knowledge | + +## Effect + +Yields a random **Legendary Specialist** in one of the following categories: +- Military +- Seafaring +- Civics + +## Notes + +- This is a **Repeatable Research** skill, meaning it can be researched multiple times +- Each subsequent research increases the cost significantly +- Located at the end of the Military skill tree branch +- Provides one of the most valuable rewards: Legendary-tier specialists + +## Related Skills + +Other Military category skills include: +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover Positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manouvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisional Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armoursmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +- [Anno.land Skills Database](https://anno.land/en/anno-117-skills/tapfere-herzen/) diff --git a/docs/skills/brick-by-brick.md b/docs/skills/brick-by-brick.md new file mode 100644 index 0000000..8d9c93d --- /dev/null +++ b/docs/skills/brick-by-brick.md @@ -0,0 +1,91 @@ +# Brick By Brick + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| German Name | Stabile Konstruktion | +| Category | Military | +| Skill Type | Discovery | +| Knowledge Cost | Unknown | + +## Description + +Military skills improve your military units on land and sea, or unlock completely new unit types. They also provide powerful upgrades for defensive buildings including towers, walls, and recruitment buildings. + +## Unlocks + +### Stone Wall Discount + +Halves construction costs for all Stone Walls and Stone Gates. + +## Prerequisites + +This is a Discovery-type skill that must be reached through a research path in the skill tree. Some discoveries may require additional conditions to unlock, such as hosting a specific population type in Albion. + +## Related Skills + +### Military Category + +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover Positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manoeuvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisional Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armoursmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +[Anno.land](https://anno.land/en/anno-117-skills/stabile-konstruktion/) diff --git a/docs/skills/camp-campaigning.md b/docs/skills/camp-campaigning.md new file mode 100644 index 0000000..f8589a5 --- /dev/null +++ b/docs/skills/camp-campaigning.md @@ -0,0 +1,95 @@ +# Camp Campaigning + +**Entity Type:** Skill + +**German Name:** Kampagne im Lager + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Discovery | +| Base Cost | 750,000 Knowledge | + +## Effects + +| Effect Type | Target | Value | +|-------------|--------|-------| +| Happiness area effect | Encampments | +1 | +| Fire Safety area effect | Encampments | +1 | +| Prestige area effect | Encampments | +1 | + +## Description + +Encampments increase Attributes of nearby buildings. This skill grants Encampments an improved area effect, boosting Happiness, Fire Safety, and Prestige for surrounding structures. + +Camp Campaigning is a Discovery type skill, which makes up the majority of skills in the Anno 117 skill tree. To research Discovery skills, you must first reach them via a research path. Some Discoveries may also require fulfilling additional conditions before they can be unlocked, such as housing a specific population type in Albion. + +## Skill Tree Position + +Located within the Military skill tree branch. As a Discovery skill, it must be reached through connected research nodes. + +## Related Skills + +Other Military category skills include: +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover Positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manoeuvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisional Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armoursmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/kampagne-im-lager/) diff --git a/docs/skills/civic.md b/docs/skills/civic.md new file mode 100644 index 0000000..3036f64 --- /dev/null +++ b/docs/skills/civic.md @@ -0,0 +1,91 @@ +# Civic + +Civic is a skill category in Anno 117: Pax Romana that focuses on city administration and social infrastructure. + +## Overview + +These Discoveries will transform the social fabric of our cities. Civic skills offer many upgrades for city administration, ranging from powerful attribute area effects to improvements for Medici, Vigiles, and Custodes. Civic skills make managing your cities significantly easier. + +**Type:** Inspiration (requires unlocking deeper in the research tree) + +## Unlock Requirements + +Inspiration skills like Civic have two conditions: +1. A required amount of generated knowledge +2. A secondary requirement (e.g., building a specific structure) + +Once unlocked, this node can serve as a starting point for further research. + +## Skills in the Civic Category + +| Skill | Description | +|-------|-------------| +| Aleatoria | - | +| Alliance Treaties | - | +| Headhunting | - | +| Asclepian Codices | - | +| Market Forces | - | +| Snuffing Sedition | - | +| Well | - | +| Cerere et Baccho | - | +| The Art of Gift-Giving | - | +| Empyrean Research | - | +| Cult of Epona | - | +| Epona's Hoofbeat | - | +| Artificer Intelligence | - | +| Conservation Ordinance | - | +| Cognoscentic Research | - | +| Fabulae Togatae | - | +| Voluntary Vigilance | - | +| Hospitality | - | +| Hazard Fighters | - | +| Seasoned to Taste | - | +| Shrine Staffing | - | +| Large Loans | - | +| Metropolitan Research | - | +| Warmer Hospitality | - | +| Officialdom | - | +| Hippocratic Corps | - | +| Imperial Parades | - | +| Recruitment Drive | - | +| Concordance Research | - | +| Cult of Minerva | - | +| Cult of Cernunnos | - | +| Cult of Mercury-Lugus | - | +| Latrines | - | +| Lingua Romana | - | +| Marble Roads | - | +| Night Watch | - | +| Villa Novation | - | +| Public Funding | - | +| Aesthetic Aedificator | - | +| Pax Amicitia | - | +| Fenixwrights | - | +| Portitores | - | +| Gubernatorial Research | - | +| Praetorian Pumps | - | +| Cohabitive Collaboration | - | +| Quartermastery | - | +| Quinquiremes | - | +| Right to Repair | - | +| Sanitary Measures | - | +| Sacral Spaces | - | +| Legally Enshrined | - | +| Solutio Ad Hominem | - | +| Funeral Games of Tailteann | - | +| Municipal Research | - | +| Day Watch | - | +| Trireme | - | +| Devotional Research | - | +| Via Tributum | - | +| Villa Visitation | - | +| Populist Research | - | +| Watchtowers | - | + +## Related Links + +- [Skills Overview](./_index.md) + +## Source + +- [anno.land - Zivilgesellschaft](https://anno.land/en/anno-117-skills/zivilgesellschaft/) diff --git a/docs/skills/dominion-research-2.md b/docs/skills/dominion-research-2.md new file mode 100644 index 0000000..ecb46b1 --- /dev/null +++ b/docs/skills/dominion-research-2.md @@ -0,0 +1,90 @@ +# Dominion Research + +An Anno 117: Pax Romana skill in the Military category. + +## Overview + +| Property | Value | +|----------|-------| +| Name | Dominion Research | +| Category | Military | +| Type | Inspiration | +| German Name | Herrschaftsforschung | + +## Unlock Requirements + +Inspiration skills require two conditions to unlock: + +1. **Knowledge Requirement:** Generate at least 9,000 Knowledge +2. **Action Requirement:** Conquer 1 Island + +## Description + +Military skills improve your military units on land and at sea, or unlock completely new unit types. You can also unlock powerful upgrades for your defensive buildings, including towers, walls, and recruitment buildings. + +Dominion Research is an Inspiration-type skill positioned deeper in the research tree. Once unlocked, this node can serve as a starting point for further research. + +## Related Skills + +Other Military category skills include: + +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover Positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manoeuvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisional Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armoursmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +- [anno.land](https://anno.land/en/anno-117-skills/herrschaftsforschung-2/) diff --git a/docs/skills/economy.md b/docs/skills/economy.md new file mode 100644 index 0000000..84d983d --- /dev/null +++ b/docs/skills/economy.md @@ -0,0 +1,91 @@ +# Economy Skills + +Economy skills improve production capabilities, enhance productivity buildings, increase workforce, or unlock new economic mechanics. + +## Overview + +**Category:** Economy +**Skill Type:** Inspiration +**Description:** These Discoveries will allow our settlements to be more materially productive. + +Economy skills primarily improve production by: +- Enhancing production buildings +- Increasing the number of workers available +- Unlocking completely new mechanics + +## Economy Skills List + +### Research & Regional Skills +- **Albionic Research** - Research skills specific to Albion +- **Latin Research** - Research skills specific to Latium +- **Cyclopedic Research** - Encyclopedic research advances +- **Metallurgical Research** - Metal-working research advances +- **Monumental Research** - Monument-related research +- **Wetland Research** - Marshland and wetland research +- **Phlogistic Research** - Fire and heat-related research + +### Production Enhancement +- **Aqua Arborica** - Water and tree-related production +- **Untapped Soil** - Soil utilization improvements +- **Gobannus-Model Bellows** - Advanced bellows technology (named after the Celtic smith god) +- **Better Bellows** - Improved bellows for forges +- **Firmer Foundations** - Building foundation improvements +- **Replanting** - Agricultural replanting capabilities +- **Woodland Rebirth** - Forest regeneration + +### Workforce & Housing +- **Villa Retinue** - Villa worker bonuses +- **Albionic Loyalists** - Loyal Waders workforce in Albion +- **Albionic Pillars** - Community pillars in Albion + +### Infrastructure +- **Paved Roads** - Improved road construction +- **Depots** - Storage depot buildings +- **Deep Depots** - Enhanced storage capacity +- **Depotism** - Depot management improvements +- **Well-Ordered Warehouses** - Warehouse organization +- **Warehouse Refinement** - Warehouse improvements +- **Warehouse Organisation** - Warehouse management + +### Fishing & Coastal +- **Fish Markets** - Fish trading facilities +- **Mackerel Hauling** - Mackerel fishing improvements +- **Beaver Bother** - Beaver hunting/management + +### Water Management +- **Drainage** - Land drainage systems +- **Duct Irrigation** - Irrigation channel systems +- **Raising Sluices** - Water control mechanisms +- **Reservoirs** - Water storage facilities +- **Water Conservation** - Water efficiency improvements + +### Harbor & Trade +- **Pier-to-Pier Trading** - Direct pier trading +- **Seaport Specification** - Seaport improvements +- **Hurried Horrea** - Faster granary/warehouse operations +- **Quays** - Quay construction +- **Trading Post Improvements** - Trading post enhancements +- **Harbourmastery** - Harbor management expertise +- **Safe Havens** - Protected harbor areas +- **Harbour Grandmastery** - Advanced harbor mastery + +### Specialty Skills +- **Healthy Competition** (Gesunder Wettbewerb) - Competition bonuses +- **Abyssal Invocation** - Deep resource extraction +- **The Flight of Birds** - Bird-related bonuses (augury) +- **Beneath Bedrock** - Deep mining capabilities +- **Blind Faith** - Faith-based production bonuses +- **Blood of Terra** - Earth-based resource bonuses +- **Hushing** - Hydraulic mining technique +- **Honeyed Arbour** - Honey/apiary production +- **Sewing Circles** - Textile production improvements +- **Marsh Services** - Marshland resource services +- **Ulex & Agogae** - Gorse and training-related bonuses +- **Vino Veritas** - Wine production truth/quality +- **Extra Horse Power** - Horse-related production bonuses + +## Related Categories + +- [Buildings](../buildings/_index.md) - Production buildings affected by these skills +- [Goods](../goods/_index.md) - Goods produced with economy skill bonuses +- [Production Chains](../production-chains/_index.md) - Manufacturing sequences enhanced by skills diff --git a/docs/skills/equicurrian-chariots.md b/docs/skills/equicurrian-chariots.md new file mode 100644 index 0000000..151e411 --- /dev/null +++ b/docs/skills/equicurrian-chariots.md @@ -0,0 +1,50 @@ +# Equicurrian Chariots + +Equicurrian Chariots is a military skill in Anno 117: Pax Romana that enhances the combat capabilities of Chariot troops. + +## Overview + +This skill improves the stats of all Chariot troops, making them more effective in combat through increased range, offensive power, and mobility. + +**Category:** Military +**Type:** Discovery + +## Granted Effects + +When researched, this skill provides the following bonuses to Chariots: + +| Stat | Bonus | +|------|-------| +| Attack Range | +25% | +| Ranged Offence | +1 | +| Movement Speed | +10% | + +## Research Requirements + +- **Knowledge Cost:** Unknown (?) +- **Skill Type:** Discovery - These make up the majority of skills in the Anno 117 skill tree. To research them, you must first reach them via a research path. Some discoveries require fulfilling additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other Military category skills include: + +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Chariots (prerequisite unit unlock) +- Here Come The Cavalry +- Cataphractarii +- Legionaries +- Praetorians +- Scorpiones +- Slingers +- Tower Ballistae + +## Related Links + +- [Skills Overview](./_index.md) + +## Source + +- [anno.land - Equicurrianische Streitwagen](https://anno.land/en/anno-117-skills/equicurrianische-streitwagen/) diff --git a/docs/skills/featherweight-frames.md b/docs/skills/featherweight-frames.md new file mode 100644 index 0000000..b8399d0 --- /dev/null +++ b/docs/skills/featherweight-frames.md @@ -0,0 +1,59 @@ +# Featherweight Frames + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Skill Type | Discovery | +| Knowledge Cost | 750,000 | + +## Effects + +| Effect Type | Target | Value | +|------------|--------|-------| +| Toughness | Siege Engines | +1 | +| Attack Speed | Siege Engines | +10% | + +## Description + +Improves the stats of all Siege Engines. This skill enhances both the durability and attack speed of siege weapons, making them more effective in combat situations. + +## Requirements + +This is a Discovery skill that must be reached through a research path in the skill tree. Some discoveries may require additional conditions to unlock, such as housing certain population types in Albion. + +## Related Skills + +Other Military skills include: +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover Positions +- Multi-task Menders +- Equicurrian Chariots +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legionaries +- Manipular Manoeuvres +- Manor Invictus +- Scorpiones +- Praetorians +- And many more... + +## Source + +- [anno.land](https://anno.land/en/anno-117-skills/federleichte-rahmen/) diff --git a/docs/skills/here-comes-the-cavalry.md b/docs/skills/here-comes-the-cavalry.md new file mode 100644 index 0000000..fb503e3 --- /dev/null +++ b/docs/skills/here-comes-the-cavalry.md @@ -0,0 +1,61 @@ +# Here Come The Cavalry + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Skill Type | Discovery | +| Knowledge Cost | Unknown | + +## Description + +These standing units are always at hand to defend your island in case of invasion. They require no workforce, but also cannot embark onto ships. + +## Unlocks + +| Unlock | Description | +|--------|-------------| +| Garrison Cavalry | Standing defensive units that protect your island from invasion | + +## Grants + +| Effect | Value | Description | +|--------|-------|-------------| +| Garrison Cavalry Available | +1 | Allows you to station more Garrison Cavalry in your Villas | + +## Unlock Requirements + +As a Discovery skill, "Here Come The Cavalry" must be reached through a research path in the skill tree. Some discoveries may require additional conditions such as housing a specific population type in Albion. + +## Related Skills + +Other Military skills include: +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Cataphractarii +- Legionaries +- Praetorians +- Scorpiones +- Stone Walls +- Slingers +- Chariots +- Tower Ballistae + +## Usage Tips + +- Garrison Cavalry provides passive island defense without requiring workforce management +- These units cannot be loaded onto ships, so plan your naval and land defenses separately +- Station Garrison Cavalry in Villas for optimal defensive coverage + +## Related Links + +- [Skills Overview](./_index.md) + +## Source + +- [anno.land - Hier kommt die Kavallerie](https://anno.land/en/anno-117-skills/hier-kommt-die-kavallerie/) diff --git a/docs/skills/imperial-measures.md b/docs/skills/imperial-measures.md new file mode 100644 index 0000000..4975bd7 --- /dev/null +++ b/docs/skills/imperial-measures.md @@ -0,0 +1,92 @@ +# Imperial Measures + +Imperial Measures is a Military skill in Anno 117: Pax Romana that significantly increases ship construction speed at Shipyards. + +## Overview + +**Category:** Military +**Type:** Discovery +**Knowledge Cost:** Unknown + +## Effects + +| Target | Effect | Value | +|--------|--------|-------| +| Shipyards | Ship construction speed | +100% | + +## Description + +Increases the speed of ship construction. This skill doubles the rate at which ships are built, allowing for faster fleet expansion and naval power projection. + +## Unlock Requirements + +Discovery-type skills form the majority of skills in the Anno 117 skill tree. To research them, you must first reach them via a research path. Some discoveries require additional conditions to unlock, such as hosting a specific population type in Albion. + +## Related Skills + +Other Military skills include: + +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover Positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manoeuvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisional Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armoursmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Related Links + +- [Skills Overview](./_index.md) + +## Source + +- [anno.land - Kaiserliche Masse](https://anno.land/en/anno-117-skills/kaiserliche-masse/) diff --git a/docs/skills/military.md b/docs/skills/military.md new file mode 100644 index 0000000..9f5b5be --- /dev/null +++ b/docs/skills/military.md @@ -0,0 +1,123 @@ +# Military + +**Entity Type:** Skill Category (Inspiration) + +## Description + +These Discoveries will help us in matters of war. + +Military skills improve your military units on land and at sea, or unlock entirely new unit types. You can also unlock powerful upgrades for your defensive buildings, including towers, walls, and recruitment buildings. + +## Unlock Requirements + +Military is an **Inspiration** type skill. Inspiration nodes are placed deeper in the research tree and must be unlocked. Each Inspiration node has two conditions: +1. A required amount of generated knowledge +2. An additional requirement (e.g., building a specific structure or meeting another prerequisite) + +Once unlocked, an Inspiration node can serve as a starting point for further research. + +## Related Skills + +The following skills belong to the Military category: + +### Research Nodes + +| Skill Name | Type | +|------------|------| +| Aegis Research | Research Node | +| Dominion Research | Research Node | +| Legatic Research | Research Node | +| Legionic Research | Research Node | +| Nautical Research | Research Node | +| Navarchal Research | Research Node | +| Ordine Research | Research Node | + +### Unit Skills + +| Skill Name | Description | +|------------|-------------| +| Axe-Bearers | Infantry unit skill | +| Cataphractarii | Heavy cavalry unit | +| Chariots | Chariot units | +| Equicurrian Chariots | Enhanced chariot variant | +| [Here Come The Cavalry](./here-comes-the-cavalry.md) | Unlocks Garrison Cavalry for island defense | +| Legionaries | Roman legionary units | +| Praetorians | Elite guard units | +| Slingers | Ranged infantry | + +### Weapon & Equipment Skills + +| Skill Name | Description | +|------------|-------------| +| Armoursmithing | Equipment crafting | +| Balearic Ballistics | Slinger enhancements | +| Parmae | Shield equipment | +| Scorpiones | Siege weapon | +| Shipboard Scorpiones | Naval siege weapons | +| Spathas | Sword equipment | + +### Defensive Structure Skills + +| Skill Name | Description | +|------------|-------------| +| Another Brick In The Wall | Wall enhancement | +| Bargain Palisades | Cost-effective walls | +| Brick By Brick | Construction improvement | +| Rammed Earth | Foundation type | +| Stone Walls | Advanced wall type | +| Sturdy Construction | Building durability | +| Tower Ballistae | Tower weaponry | +| Tower Contiguity | Tower placement bonus | + +### Naval Skills + +| Skill Name | Description | +|------------|-------------| +| Catapult Carriers | Ship with catapult capability | +| [Featherweight Frames](./featherweight-frames.md) | Siege Engine enhancements (+1 Toughness, +10% Attack Speed) | +| Plated Hulls | Ship armor | +| Repair Cranes | Ship repair capability | +| Shipwright Studies | Shipbuilding improvements | +| Tacking | Sailing maneuver | +| Vitruvius-class Crossbeams | Ship structural component | + +### Combat Enhancement Skills + +| Skill Name | Description | +|------------|-------------| +| Aux In, Aux Out | Auxiliary unit management | +| Camp Campaigning | Military camp bonus | +| Carpe Civitas | City capture ability | +| Co-ordinated Volleys | Ranged attack coordination | +| Cover Positions | Defensive positioning | +| Encampment Errands | Camp logistics | +| Imperial Measures | Imperial army bonuses | +| Manipular Manoeuvres | Formation tactics | +| Manor Invictus | Fortified manor | +| Multi-task Menders | Repair efficiency | +| Parabolics | Projectile trajectory | +| Perilous Ports | Port defense | +| Pro Domo | Home defense | +| Protective Entourage | Unit protection | +| Provisional Castra | Temporary camp | +| Rain Of Pain | Area attack | +| Target Practice | Accuracy improvement | +| Valetudinaria | Military hospital | + +### Celtic/Regional Skills + +| Skill Name | Description | +|------------|-------------| +| Cautious Greeting | Diplomatic approach | +| [Sword and Sald (Brave Hearts)](./brave-hearts.md) | Repeatable Research, yields random Legendary Specialist in Military, Seafaring, or Civics | +| Tuatha De Danann | Celtic mythological bonus | + +## See Also + +- [Buildings](../buildings/_index.md) - Defensive structures and recruitment buildings +- [Ships](../ships/_index.md) - Naval units and modules +- [Systems](../systems/_index.md) - Combat and defense mechanics + +## Source + +- [Anno.land Skills Database](https://anno.land/en/anno-117-skills/militaer/) diff --git a/docs/skills/spathas.md b/docs/skills/spathas.md new file mode 100644 index 0000000..3043815 --- /dev/null +++ b/docs/skills/spathas.md @@ -0,0 +1,94 @@ +# Spathas + +**Entity Type:** Skill + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Discovery | +| Knowledge Cost | Unknown | + +## Description + +Spathas (Roman long swords) is a Military skill that improves the stats of all Praetorian Cavalry troops. The spatha was the primary sword used by Roman cavalry units, longer than the gladius to provide better reach from horseback. + +## Effects + +Grants Effect: **Praetorian Cavalry** + +| Stat | Bonus | +|------|-------| +| Morale | +50 | +| Melee offence | +1 | +| Charge offence | +4 | + +## Unlock Requirements + +This is a Discovery-type skill, which makes up the majority of skills in the Anno 117 skill tree. To research it, you must first reach it via a research path. Some discoveries require additional conditions to unlock, such as housing a specific population type in Albion. + +## Related Skills + +Other skills in the Military category: + +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manouvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisinal Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armousmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +- [anno.land - Spathas](https://anno.land/en/anno-117-skills/spathas/) diff --git a/docs/skills/sturdy-construction.md b/docs/skills/sturdy-construction.md new file mode 100644 index 0000000..ec18ac0 --- /dev/null +++ b/docs/skills/sturdy-construction.md @@ -0,0 +1,91 @@ +# Sturdy Construction + +**Entity Type:** Skill + +**German Name:** Fundamente der Ewigkeit (Foundations of Eternity) + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Repeatable Research | +| Base Cost | 1,500,000 Knowledge | + +## Effects + +| Effect Type | Target | Value | +|-------------|--------|-------| +| Hitpoints | Towers and Gates | +5% | + +## Description + +Increases the defensive strength of your Towers. As a Repeatable Research skill, it can be researched multiple times, with each subsequent level costing significantly more Knowledge. + +## Skill Tree Position + +Located at the end of the Military skill tree branch. Repeatable Research skills are the most expensive and can be upgraded indefinitely, though costs escalate dramatically with each level. + +## Related Skills + +Other Military category skills include: +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover Positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manoeuvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisional Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armoursmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Sald +- Tuatha De Danann +- Tower Ballistae +- Tower Contiguity +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/fundamente-der-ewigkeit/) diff --git a/docs/skills/tower-proximity.md b/docs/skills/tower-proximity.md new file mode 100644 index 0000000..e4d4c5a --- /dev/null +++ b/docs/skills/tower-proximity.md @@ -0,0 +1,91 @@ +# Tower Proximity + +**Entity Type:** Skill + +**German Name:** Turmnaehe (Tower Contiguity) + +## Properties + +| Field | Value | +|-------|-------| +| Category | Military | +| Type | Discovery | +| Knowledge Cost | Unknown | + +## Effects + +| Effect Type | Target | Value | +|-------------|--------|-------| +| Minimum Distance | Towers (Global) | +25% | + +## Description + +Reduces the minimum-allowed building distance between Towers. This skill allows players to place defensive towers closer together, enabling denser defensive formations and more effective coverage of strategic areas. + +## Skill Tree Position + +Tower Proximity is a Discovery skill that must be reached through a research path in the skill tree. To unlock Discovery skills, you must first reach them via a research path. Some discoveries may require additional conditions to unlock, such as housing certain population types in Albion. + +## Related Skills + +Other Military category skills include: +- Aegis Research +- Aux In, Aux Out +- Axe-Bearers +- Balearic Ballistics +- Perilous Ports +- Encampment Errands +- Carpe Civitas +- Cover Positions +- Multi-task Menders +- Equicurrian Chariots +- Featherweight Frames +- Sturdy Construction +- Plated Hulls +- Rammed Earth +- Dominion Research +- Here Come The Cavalry +- Imperial Measures +- Camp Campaigning +- Cataphractarii +- Co-ordinated Volleys +- Legatic Research +- Legionaries +- Legionic Research +- Manipular Manoeuvres +- Manor Invictus +- Nautical Research +- Ordine Research +- Parabolics +- Parmae +- Rain Of Pain +- Praetorians +- Bargain Palisades +- Pro Domo +- Provisional Castra +- Vitruvius-class Crossbeams +- Repair Cranes +- Armoursmithing +- Shipwright Studies +- Shipboard Scorpiones +- Protective Entourage +- Catapult Carriers +- Navarchal Research +- Scorpiones +- Spathas +- Brick By Brick +- Another Brick In The Wall +- Stone Walls +- Slingers +- Chariots +- Sword and Shield +- Tuatha De Danann +- Tower Ballistae +- Valetudinaria +- Cautious Greeting +- Tacking +- Target Practice + +## Source + +Data from [anno.land](https://anno.land/en/anno-117-skills/turmnaehe/) diff --git a/docs/specialists/_index.md b/docs/specialists/_index.md index e81a71a..f5601b4 100644 --- a/docs/specialists/_index.md +++ b/docs/specialists/_index.md @@ -308,3 +308,8 @@ Specialists are characters that slot into certain buildings and modify stats. - **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 + +## Related Documentation + +For comprehensive system-level information about specialists including acquisition sources, categories, effect types, and unlock conditions, see: +- [Specialists System](/docs/systems/specialists.md) diff --git a/docs/systems/_index.md b/docs/systems/_index.md index a37dfa5..9fe8f41 100644 --- a/docs/systems/_index.md +++ b/docs/systems/_index.md @@ -12,11 +12,13 @@ Core mechanics that govern how the game economy and logistics work. ## Progression - [Accolades](./accolades.md) - Hall of Fame metaprogression and achievements +- [Skill Tree](./skill-tree.md) - Research system for unlocking buildings, bonuses, and abilities ## 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 +- [Specialists](./specialists.md) - Specialist items system, categories, and acquisition ## Resources - [Fertility](./fertility.md) - Island resource availability and regional differences diff --git a/docs/systems/skill-tree.md b/docs/systems/skill-tree.md new file mode 100644 index 0000000..dcfe101 --- /dev/null +++ b/docs/systems/skill-tree.md @@ -0,0 +1,252 @@ +# Skill Tree (Research) + +The Skill Tree is Anno 117's research system where players spend Knowledge to unlock new buildings, bonuses, and abilities. + +## Overview + +- **Currency:** Knowledge (generated by residences and certain buildings) +- **Categories:** 3 main branches +- **Skill Types:** Discovery, Node, Repeatable + +## Skill Categories + +### Economy (Wirtschaft) + +Economy skills enhance material productivity and resource management. + +**Key Skills:** + +| Skill Name | Cost | Effect | +|------------|------|--------| +| Fish Markets | 11,800 | Sardine Hut and Cockle Farm: +3 Income area effect | +| Trading Post Management | 4,800 | Unlocks Trading Post upgrade | +| Sewing Circles | 8,000 | Spinners: +1 Knowledge area effect | +| Replanting | 4,000 | Charcoal Burners can use meadows (requires Celtic path, Smiths) | +| Depots | 4,800 | Unlocks Depot, +1 Depot build right | +| Warehouse Management | 4,800 | Unlocks Warehouse upgrade | +| Better Bellows | 4,000 | Coal-dependent buildings: +20% fuel efficiency (requires Roman path, Mercators) | +| Paved Roads | 4,000 | Unlocks Paved Roads for faster transport | +| Forest Rebirth | 18,000 | Lumberjacks can plant trees on meadows | +| Albion Seaport | 18,000 | Place Albion coastal productions in open water | +| Swamp Watch | 32,000 | Place City Watches in swampland (requires Celtic path, Smiths) | +| Loyal Waders | 32,000 | Praetor's Villa: +25 Waders workforce | +| Drainage | 32,000 | Unlocks Drainage Canal and Lock Gate (requires Roman path, Mercators) | +| Hydraulic Mining | 46,000 | All Mines can benefit from Aqueduct productivity boost (requires Celtic path) | +| Aqua Arborica | 32,000 | All Plantations benefit from Aqueduct irrigation (requires Roman path) | +| Blood of Terra | 46,000 | All Islands: Iron Ore deposits 50% (Iron Mines produce without deposits) | +| Reservoir Basins | 64,000 | Aqueduct Basins: +50% water supply | +| Vino Veritas | 750,000 | All Islands: Grape cultivation 50% (Vineyards work without fertility) | +| Beaver Hunting | 750,000 | Beaver Trappers: +25% productivity, can use forests/meadows | +| Pillars of Community | 750,000 | Praetor's Villa: +25 Smiths workforce, +25 Mercators workforce | +| Depths of the Mountain | 1,500,000 | Mines: +5% productivity | +| Lift Locks | 750,000 | Lock Gate: +80 drainage channels | +| Trading Pier | 220,000 | Unlocks Pier for improved loading | +| Solid Foundations | 360,000 | Place harbor buildings in open water | +| Quay Walls | ? | Unlocks decorative Quay Walls | +| Depotism | 220,000 | +1 Depot build right | +| Trading Post Optimization | 750,000 | Unlocks Trading Post upgrade | +| Seaport City | 360,000 | Place buildings further from coast | +| Warehouse Improvement | 750,000 | Unlocks Warehouse upgrade | +| Honey-Sweet Flight | 750,000 | Beehives: +25% productivity, can use forests | +| Great Seaport City | 750,000 | Maximum building distance from coast | +| Trade Harbor | 750,000 | Specialize piers for specific trade goods | +| Well-Sorted Warehouses | 750,000 | Half cost for all Warehouses | +| Depths of Storage | 1,500,000 | +1 Depot build right | +| Latium Seaport | 36,000 | Place Latium coastal productions in open water | +| Servants | 36,000 | Praetor's Villa: +25 Liberti workforce | +| Mackerel Fishing | 64,000 | Scomber Huts produce without mackerel population (50%) | +| Field Irrigation | 64,000 | All Farms benefit from cistern irrigation | +| Reforestation | 64,000 | Resin Tappers can plant trees on meadows | +| Water Conservation | 92,000 | Water-consuming buildings: -20% water consumption | +| Hasty Horrea | 92,000 | Warehouses: +25% loading speed | +| Blind Obedience | 128,000 | Praetor's Villa: +50 Plebeians workforce | +| Ulex & Agogae | ? | All Islands: Gold Ore deposits 50% | +| Extra Horsepower | ? | Praetor's Villa: +50 Equites workforce | +| Flight of Birds | 750,000 | Bird Catchers: +25% productivity, can use forests/meadows | +| Bellows of Gobannus | 750,000 | Coal-dependent buildings: +30% fuel efficiency | +| Healthy Competition | 1,500,000 | Grants random legendary specialist (Economy/Finance/Nature) | + +### Civil Society (Zivilgesellschaft) + +Civil Society skills upgrade city administration and social structures. + +**Key Skills:** + +| Skill Name | Cost | Effect | +|------------|------|--------| +| Quartermastery | 4,800 | Flagship: -20% cargo weight slowdown, +2 cargo slots | +| Attractive Markets | 4,800 | All Islands: +25% Market effect range | +| Voluntary Vigilance | 8,000 | Vigiles: +1 available patrol | +| Night Watch | 8,000 | Custodes: +1 available patrol | +| Wells | 8,000 | Unlocks Wells (increase Fire Safety nearby) | +| Watchtowers | 8,000 | Unlocks Watchtowers (increase Happiness nearby) | +| Imperial Parades | 5,900 | Barracks: +2 Prestige area effect (requires Celtic path) | +| Cult of Minerva | 11,800 | Unlocks Minerva deity (Knowledge, Teaching, Weaving) | +| Inventive Spirit | 5,900 | Siege Workshop: +2 Knowledge area effect (requires Roman path) | +| Hospitality | 11,800 | Unlocks Officium specialist building | +| Portitores | 11,800 | Warehouses: -20% workforce, -10% maintenance | +| Latrines | 18,000 | Unlocks Latrines (increase Health nearby) | +| Trireme | 36,000 | Unlocks Trireme ship hull | +| Generous Hospitality | 64,000 | +1 Officium build right | +| Cult of Cernunnos | 32,000 | Unlocks Cernunnos deity (Forests, Albion productivity, Health) | +| Games of Tailteann | 32,000 | +20% Competition Ground effect range (requires Celtic path) | +| Large Loans | 92,000 | Unlocks large loans from rivals | +| Hazard Control | 92,000 | Vigiles: +1 Fire Safety area effect | +| Sanitary Measures | 92,000 | Medici: +1 Health area effect | +| Villa Visit | 128,000 | Praetor's Villa: +200 Prestige | +| Cult of Mercury Lugus | 32,000 | Unlocks Mercury-Lugus deity (Crafts, Trade) | +| Art of Giving | 92,000 | Unlocks large gifts to other Praetors | +| Shrine Building Allowed | 36,000 | +1 Shrine build right | +| Hippocratic Corps | 36,000 | Medici: +1 available patrol | +| Day Watch | 64,000 | Custodes: +1 Happiness | +| Lingua Romana | 32,000 | +20% Grammaticus effect range (requires Roman path) | +| Place of Arts | 220,000 | Half cost for all Ornaments | +| Marble Streets | ? | Unlocks Marble Streets (Prestige + faster transport) | +| Alliance Treaties | 220,000 | Unlocks military alliance proposals | +| Quinquereme | ? | Unlocks Quinquereme ship hull (requires Trireme) | +| Warmer Hospitality | 360,000 | +1 Officium build right | +| Praetorian Pumps | 220,000 | Vigiles: -20% response time | +| Cult of Epona | 180,000 | Unlocks Epona deity (Animals, Horses) | +| Fabulae Togatae | 220,000 | +20% Theater effect range | +| Quell Unrest | 220,000 | Custodes: -20% response time | +| Right to Repair | 360,000 | Vigiles can repair destroyed buildings | +| Epona's Hoofbeat | 360,000 | Equitum Campus: +2 Belief area effect | +| People's Shrine | 360,000 | +1 Shrine build right | +| Aleatorium | 180,000 | Unlocks Aleatorium (becomes Tier III+ need) (requires Roman path, Nobles) | +| Asclepius Codices | 360,000 | Medici: -20% response time | +| Seasoned to Taste | 750,000 | Garum becomes a need in Albion | +| Cerere et Baccho | 750,000 | Beer becomes a need in Latium | +| Solutio Ad Hominem | ? | Reveals legendary specialist/captain preferences | +| Phoenix from Ashes | ? | Vigiles: -50% rebuild time | +| Public Funding | ? | +20% City Watch effect range and response range | +| Open House | 1,500,000 | +1 Officium build right | +| Preservation Ordinance | ? | Water-dependent public services: -20% water consumption | +| Recruitment | 750,000 | Hire rival Praetors as specialists | +| Bright Minds | 1,500,000 | Grants random legendary specialist (Culture/Religion/Research) | +| Productive Cohabitation | 750,000 | Officium: +1 specialist slot | +| Via Tributum | 750,000 | Half cost for Paved and Marble Streets | +| Pax Amicitia | 750,000 | Masterful Negotiator diplomatic bonus | +| Divine Shrines | 1,500,000 | +1 Shrine build right | + +### Military (Militar) + +Military skills aid in warfare, defense, and naval combat. + +**Key Skills:** + +| Skill Name | Cost | Effect | +|------------|------|--------| +| Axe Bearers | 4,000 | Unlocks Axe Bearers unit (requires Celtic path, Smiths) | +| Carpe Civitas | 8,000 | Infantry: +50% torch-throwing speed | +| Protective Entourage | 8,000 | Auxilia: +75 Morale, +1 Toughness | +| Repair Cranes | ? | Unlocks Repair Crane for ships | +| Slingers | 4,800 | Unlocks Slingers unit | +| Armor Forges | 8,000 | Unlocks Armor production chain | +| Provisional Castra | 4,800 | Unlocks Field Camp command | +| Stamped Earth | 8,000 | All Islands: -30% wall maintenance | +| Coordinated Salvos | 11,800 | Towers: +10% attack speed | +| Legionnaires | 36,000 | Unlocks Legionnaires unit | +| Parmae | 64,000 | Equites Cavalry: +25 Morale, +1 Shield Protection | +| Target Practice | 92,000 | Unlocks Archer Reserve, +1 Archer Reserve slots | +| Tower Ballistae | 46,000 | Unlocks Tower Ballistae (requires Stone Walls) | +| Valetudinarium | 64,000 | Troops: +100% Field Camp healing | +| Stone Walls | 18,000 | Unlocks Stone Walls, Gates, and Towers | +| Cover Positions | 36,000 | Archers: +50 Morale, +1 Toughness | +| Parabolic Flight | 64,000 | Onagers: +15% precision, +5% attack speed | +| Balearic Ballistics | 92,000 | Slingers: +10% precision, +1 ranged attack | +| Scorpions | 32,000 | Unlocks Scorpions siege weapon | +| Manor Invictus | 180,000 | Praetor's Villa: +10% range, +1 ranged attack, +25% attack speed | +| Chariots | 180,000 | Unlocks Chariots unit | +| Tuatha De Danann | 180,000 | Axe Bearers: +100 Morale, +1 Toughness, +1 melee attack | +| Floating Catapult | 110,000 | Unlocks Ship Catapults | +| Fortified Trading Posts | 180,000 | Trading Posts: +5 ranged attack, +25% attack speed, +50% HP | +| Efficient Repair Crane | 110,000 | Repair Crane: +1 simultaneous repairs | +| Vitruvius-Style Crossbars | 180,000 | Scorpions: +15% range, +10% attack speed | +| Aux In, Aux Out | 180,000 | +1 Auxiliary Reserve slots | +| Manipel Maneuvers | 375,000 | Legionnaires: +100 Morale, +1 Toughness, +1 Shield Protection | +| Cataphracts | 180,000 | Cavalry: +1 Armor Protection | +| Arrow Rain | 375,000 | +1 Archer Reserve slots | +| Pro Domo | 180,000 | Praetor's Villa: +50% HP, +100% self-repair | +| Budget Palisades | 110,000 | Half cost for wooden walls and gates | +| Castrum Employment | 375,000 | Troops: -30% Field Camp maintenance | +| Praetorians | 375,000 | Unlocks Praetorian Cavalry | +| Tacking | 36,000 | Ships: +5% travel speed, -20% bad wind penalty | +| Ship Scorpions | 64,000 | Unlocks Ship Scorpions | +| Armored Hulls | ? | Unlocks Armored Hulls (requires stored Armor) | +| Cautious Greeting | 64,000 | Place Towers in water | +| Shipbuilder Studies | ? | Repair Crane: +25% repair speed, +20% radius | +| Imperial Measures | ? | Shipyards: +100% ship construction speed | +| Tower Proximity | ? | -25% minimum distance between towers | +| Stone by Stone | 1,500,000 | Walls: +5% HP | +| Equicurrian Chariots | ? | Chariots: +25% range, +1 ranged attack, +10% speed | +| Featherlight Frames | 750,000 | Siege Weapons: +1 Toughness, +10% attack speed | +| Campaign in Camp | 750,000 | Field Camp: +1 Happiness/Fire Safety/Prestige area effect | +| Brave Hearts | 1,500,000 | Grants random legendary specialist (Military/Seafaring/Civil Society) | +| Stable Construction | ? | Half cost for Stone Walls and Gates | +| Here Comes Cavalry | ? | Unlocks Cavalry Reserve, +1 Cavalry Reserve slots | +| Spathas | ? | Praetorian Cavalry: +50 Morale, +1 melee attack, +4 charge | +| Foundations of Eternity | 1,500,000 | Towers and Gates: +5% HP | + +## Skill Types + +### Discovery + +The most common skill type. Must be reached via a research path. Some have unlock conditions such as: +- Hosting specific population types +- Choosing Celtic or Roman path in Albion +- Having specific goods in storage +- Reaching certain city status or population + +### Node + +Research branch connection points that often require meeting specific conditions before unlocking, such as: +- Building trade routes +- Generating minimum knowledge +- Reaching population thresholds +- Constructing specific buildings + +### Repeatable + +Skills that can be researched multiple times for incremental benefits. + +## Regional Requirements + +Some skills require choosing a specific path in Albion: + +**Celtic Path (requires Smiths):** +- Imperial Parades +- Replanting +- Swamp Watch +- Hydraulic Mining +- Cult of Cernunnos +- Games of Tailteann +- Cult of Epona + +**Roman Path (requires Mercators):** +- Inventive Spirit +- Better Bellows +- Drainage +- Aqua Arborica +- Cult of Mercury Lugus +- Lingua Romana +- Aleatorium + +## Population Tier Translations + +| German | English | +|--------|---------| +| Plebejer | Plebeians | +| Patrizier | Patricians | +| Wanderer | Waders | +| Schmiede | Smiths | +| Alteste | Elders | +| Mercatoren | Mercators | +| Edelmanner | Nobles | +| Liberti | Liberti | +| Equites | Equites | + +## Related Topics + +- [Citizen Needs](./citizen-needs.md) - Population requirements for skills +- [Settlement](./settlement.md) - Expanding to unlock regional skills +- [Specialists](../specialists/_index.md) - Characters unlocked via certain skills diff --git a/docs/systems/specialists.md b/docs/systems/specialists.md new file mode 100644 index 0000000..0fae719 --- /dev/null +++ b/docs/systems/specialists.md @@ -0,0 +1,195 @@ +# Specialists System + +Specialists are special items that can be equipped to buildings to provide various bonuses and effects. They are a key mechanic for optimizing production, income, and city attributes. + +## Overview + +- **Slot Type:** Buildings have specialist slots that accept specific categories +- **Effects:** Can include productivity bonuses, workforce reduction, maintenance reduction, area effects +- **Sources:** Obtained via traders, quests, Hall of Fame, or research + +## Rarity Tiers + +| Rarity | German | Description | +|--------|--------|-------------| +| Common | Gewoehnlich | Basic specialists with modest effects | +| Rare | Selten | Better effects, often with dual bonuses | +| Epic | Episch | Strong effects, may include area bonuses | +| Legendary | Legendaer | Powerful specialists with multiple effects and unlock conditions | +| Unique | Einzigartig | One-of-a-kind specialists with exceptional abilities | + +## Categories + +Specialists are organized into the following categories, which determine what buildings they can be equipped to: + +| Category | German | Focus | +|----------|--------|-------| +| Civic | Zivilgesellschaft | Prestige, city services | +| Economic | Wirtschaft | Workforce, production efficiency | +| Religion | Religion | Belief bonuses | +| Culture | Kultur | Happiness bonuses | +| Finance | Finanzen | Income bonuses | +| Military | Militaer | Fire safety, defense, recruitment | +| Nature | Natur | Health bonuses | +| Research | Forschung | Knowledge bonuses | +| Seafaring | Seefahrt | Ship bonuses (speed, cargo, combat) | + +## Acquisition Sources + +### Traders + +Specialists can be purchased from various traders: + +| Source | German | Region | +|--------|--------|--------| +| All Traders | Alle Haendler | Available from any trader | +| Latium Traders | Latium Haendler | Roman region traders only | +| Albion Traders | Albion Haendler | Celtic region traders only | + +### Named Traders + +| Trader | Specialization | +|--------|----------------| +| Diana | Various specialists | +| Valeria | Various specialists | +| Corvinus | Various specialists | +| Manx | Various specialists | + +### Research + +Specialists can be unlocked through research trees: + +| Research Path | German | +|---------------|--------| +| Specialist Economy | Forschung (Spezialist Wirtschaft) | +| Specialist Civic | Forschung (Spezialist Zivil) | +| Specialist Military | Forschung (Spezialist Militaer) | + +### Hall of Fame + +Some specialists are rewards from the Hall of Fame (Ruhmeshalle) achievement system. These often have unlock conditions that must be met. + +## Effect Types + +### Production Effects + +| Effect | Example | Description | +|--------|---------|-------------| +| Productivity | +25% | Increases production output | +| Workforce Required | -25% | Reduces worker requirements | +| Maintenance Costs | -50% | Reduces gold upkeep | +| Water Consumption | -50% | Reduces water needs | +| Fuel Efficiency | +35% | Reduces charcoal/fuel consumption | +| Bonus Output | +1t every 10 cycles | Extra goods produced periodically | + +### Area Effects + +Area effects apply bonuses to all buildings within the specialist's range: + +| Effect | Example | Description | +|--------|---------|-------------| +| Income Area Effect | +1.5 | Bonus income for Residences in radius | +| Health Area Effect | +1 | Bonus health for buildings in radius | +| Belief Area Effect | +0.5 | Bonus belief for buildings in radius | +| Happiness Area Effect | +1 | Bonus happiness for buildings in radius | +| Prestige Area Effect | +1.5 | Bonus prestige for buildings in radius | +| Knowledge Area Effect | +1 | Bonus knowledge for buildings in radius | +| Fire Safety Area Effect | +1 | Bonus fire safety for buildings in radius | + +### Conditional Effects + +Some specialists provide bonuses based on goods or conditions: + +| Pattern | Example | +|---------|---------| +| Attribute from Good | +3 Income from Necklaces | +| Attribute if available | +2 Belief from Recreation Ground, if available | +| Workforce type change | Operated by Plebeian workforce instead of Liberti workforce | + +### Military/Combat Effects + +| Effect | Description | +|--------|-------------| +| Attack Range | Increases attack distance | +| Attack Speed | Increases attack frequency | +| Precision | Increases accuracy | +| Hitpoints | Increases durability | +| Troop Recruitment Speed | Faster training | +| Troop Recruitment Cost | Reduced training costs | +| Ship Repair Speed | Faster repairs | + +## Workforce Type Changes + +Some specialists can change the workforce type required by a building. This is useful for optimizing population distribution: + +| Original Workforce | New Workforce | +|-------------------|---------------| +| Liberti | Plebeians | +| Waders | Smiths | +| Waders | Mercators | +| Waders | Nobles | + +## Unlock Conditions + +Legendary and Unique specialists often have unlock conditions: + +| Condition Type | Example | +|---------------|---------| +| Population | Host at least 600 island residents | +| Reputation | Requires reputation with the Emperor | +| Alliance | Alliance with specific character | +| Island Dedication | Dedicate island to specific god | +| Building Count | More than 15 Grammaticus | +| Attribute Generation | Generate at least 1,000 Prestige | +| War Status | Must be at war | +| Trade Activity | More than 20 ships must have traded in your harbor | + +## Building Scope + +Specialists affect different building categories: + +| Scope | German | Buildings Affected | +|-------|--------|-------------------| +| Residences | Wohnhaeuser | Population housing | +| Arable Farms | Ackerbaubetriebe | Wheat, Oats, Flax, Hemp, Barley farms | +| Extractors | Extrahierer | Mills, Dye Works, Salt Gardens, etc. | +| Fisheries | Fischereien | Fishing huts, Mackerel huts | +| Mines | Minen/Gruben | Iron, Copper, Silver, Tin, Gold mines | +| Plantations | Plantagen | Herb Gardens, Vineyards, Olive Growers | +| Smelters | Schmelzoefen | Bronze, Glass, Gold, Silver smelters | +| Armouries | Waffenkammern | Armour Smiths, Weapon Smiths | +| Kitchens | Kuechen | Bakeries, Cheese Makers, Deliciums | +| Workshops | Werkstaetten | Lyre Makers, Lounger Makers, etc. | +| City Watches | Stadtwachen | Custodes, Medici, Vigiles | +| Towers | Tuerme | Defensive towers | +| Recruitment Buildings | Rekrutierungsgebaeude | Barracks, Campus Equitum, Siege Workshops | +| Marvels | Prachtbauten | Amphitheatre, Baths, Forum, Temple | +| Shrines | Schreine | Shrines to various gods | + +## Production Chain Bonuses + +Some specialists provide bonuses to entire production chains: + +| Chain | Buildings Affected | +|-------|-------------------| +| Bread Chain | Wheat Farm, Mill, Bakery | +| Beer Chain | Barley Farm, Maltery, Brewery | +| Garum Chain | Salt Gardens, Mackerel Hut, Garum Maker | +| Chariot Chain | Reed Gatherer, Horse Catcher, Frame Builder, Chariot Workshop | +| Wig Chain | Flax Farm, Hair Net Weaver, Resin Tapper, Wig Maker | +| Amphora Chain | Clay Pit, Mud Dryer, Potter | + +## Tips for Specialist Usage + +1. **Match Categories:** Ensure the specialist category matches the building slot type +2. **Stack Carefully:** Some effects may have stacking limitations +3. **Consider Placement:** Area effects only apply to buildings within radius +4. **Unlock Requirements:** Check unlock conditions before expecting to use Legendary/Unique specialists +5. **Regional Availability:** Some specialists are only available from specific region traders +6. **Production Chains:** Chain-wide specialists are valuable for boosting entire production lines + +## Related Documentation + +- [Specialists Index](/docs/specialists/_index.md) - Complete list of all specialists +- [Area Effects](./area-effects.md) - How proximity bonuses work +- [Maintenance Model](./maintenance.md) - Building upkeep costs diff --git a/processed.md b/processed.md index 7602cda..53fc513 100644 --- a/processed.md +++ b/processed.md @@ -207,10 +207,10 @@ When Claude processes a JSON file and adds its data to docs.md, mark it here. - [x] en_anno-117-specialists_aedela-aelteste-der-aeltesten.json - [x] en_anno-117-specialists_achsmacherin.json - [x] en_anno-117-specialists_abweichfaktor.json -- [ ] en_anno-117-datenbanken_skills.json -- [ ] en_anno-117-datenbanken_waren.json +- [x] en_anno-117-datenbanken_skills.json (empty index page - skills documented from anno-117-skills.json) +- [x] en_anno-117-datenbanken_waren.json - [ ] en_anno-117-datenbanken_gebaeude.json -- [ ] en_anno-117-datenbanken_spezialisten-items.json +- [x] en_anno-117-datenbanken_spezialisten-items.json - [x] en_anno-117-specialists_zeno-salvia-collegium-mitglied-von-rex-infernus.json - [x] en_anno-117-specialists_zara-nitu-koenigin-von-mesopotamien.json - [x] en_anno-117-specialists_wagemutiger-vigilo.json @@ -341,7 +341,7 @@ When Claude processes a JSON file and adds its data to docs.md, mark it here. - [x] en_anno-117-specialists_eiserner-ironiker.json - [x] en_anno-117-specialists_eingebildeter-phaenomenaler-saucier.json - [x] en_anno-117-specialists_eifriger-polierer.json -- [ ] en_anno-117-specialists_dragoneske-dekanin.json +- [x] en_anno-117-specialists_dragoneske-dekanin.json - [x] en_anno-117-specialists_dorian-philos-der-philhellenen.json - [x] en_anno-117-specialists_dibblorix-optima-lixa.json - [x] en_anno-117-specialists_concordia-aschgraue-vestalin.json @@ -392,21 +392,21 @@ When Claude processes a JSON file and adds its data to docs.md, mark it here. - [x] en_anno-117-specialists_actorius-maximinus-nummularius-nonpareil.json - [x] en_anno-117-specialists_abdfil-elefantenwache.json - [x] en_anno-117-specialists_aaljaegerin.json -- [ ] en_anno-117-skills_militaer.json -- [ ] en_anno-117-skills_zivilgesellschaft.json -- [ ] en_anno-117-skills_wirtschaft.json -- [ ] en_anno-117-skills_fundamente-der-ewigkeit.json -- [ ] en_anno-117-skills_spathas.json -- [ ] en_anno-117-skills_hier-kommt-die-kavallerie.json -- [ ] en_anno-117-skills_stabile-konstruktion.json -- [ ] en_anno-117-skills_tapfere-herzen.json -- [ ] en_anno-117-skills_kampagne-im-lager.json -- [ ] en_anno-117-skills_federleichte-rahmen.json -- [ ] en_anno-117-skills_equicurrianische-streitwagen.json -- [ ] en_anno-117-skills_stein-um-stein.json -- [ ] en_anno-117-skills_turmnaehe.json -- [ ] en_anno-117-skills_kaiserliche-masse.json -- [ ] en_anno-117-skills_herrschaftsforschung-2.json +- [x] en_anno-117-skills_militaer.json +- [x] en_anno-117-skills_zivilgesellschaft.json +- [x] en_anno-117-skills_wirtschaft.json +- [x] en_anno-117-skills_fundamente-der-ewigkeit.json +- [x] en_anno-117-skills_spathas.json +- [x] en_anno-117-skills_hier-kommt-die-kavallerie.json +- [x] en_anno-117-skills_stabile-konstruktion.json +- [x] en_anno-117-skills_tapfere-herzen.json +- [x] en_anno-117-skills_kampagne-im-lager.json +- [x] en_anno-117-skills_federleichte-rahmen.json +- [x] en_anno-117-skills_equicurrianische-streitwagen.json +- [x] en_anno-117-skills_stein-um-stein.json +- [x] en_anno-117-skills_turmnaehe.json +- [x] en_anno-117-skills_kaiserliche-masse.json +- [x] en_anno-117-skills_herrschaftsforschung-2.json - [ ] en_anno-117-skills_schiffsbauerstudien.json - [ ] en_anno-117-skills_vorsichtige-begruessung.json - [ ] en_anno-117-skills_gepanzerte-ruempfe.json @@ -906,7 +906,7 @@ When Claude processes a JSON file and adds its data to docs.md, mark it here. - [ ] en_anno-117-skills.json - [ ] en_anno-117-buildings.json - [ ] en_anno-117-goods.json -- [ ] en_anno-117-datenbanken_kapitaen-item-datenbank.json +- [x] en_anno-117-datenbanken_kapitaen-item-datenbank.json - [ ] anno-117-specialists_zielerfasser-mit-adlerauge.json - [ ] anno-117-specialists_windbrecher.json - [ ] anno-117-specialists_weitsichtige-pfeilmacherin.json @@ -1789,7 +1789,7 @@ When Claude processes a JSON file and adds its data to docs.md, mark it here. - [ ] anno-117-skills.json - [ ] anno-117-buildings.json - [ ] anno-117-goods.json -- [ ] anno-117-datenbanken_kapitaen-item-datenbank.json +- [x] anno-117-datenbanken_kapitaen-item-datenbank.json - [ ] anno-117-specialists.json - [ ] anno-117-datenbanken.json - [ ] anno-117-guides_zwischenfaelle-managen.json