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## 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

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# 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

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# 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