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@@ -6,10 +6,15 @@ All production, service, and infrastructure buildings in Anno 117.
### Raw Materials Production
- [Woodcutter Hut](./woodcutter-hut.md) - Produces Logs from forest
- [Woodcutter (Albion)](./woodcutter-albion.md) - Produces Wood from forest (Albion)
- [Oat Farm](./oat-farm.md) - Produces Oats
- [Hemp Farm](./hemp-farm.md) - Produces Hemp
- [Flax Farm (Albion)](./flax-farm-albion.md) - Produces Flax
### Forest Camps
- [Charcoal Burner (Albion)](./charcoal-burner-albion.md) - Produces Charcoal from forest
- [Charcoal Burner (Latium)](./charcoal-burner-latium.md) - Produces Charcoal
### Fisheries
- [Fishing Hut (Latium)](./fishing-hut-latium.md) - Produces Sardines
- [Mackerel Fishing Hut (Latium)](./mackerel-fishing-hut-latium.md) - Produces Mackerel
@@ -20,22 +25,76 @@ All production, service, and infrastructure buildings in Anno 117.
- [Sawmill](./sawmill.md) - Logs to Timber
- [Porridge Stand](./porridge-stand.md) - Oats to Porridge
- [Spinner](./spinner.md) - Hemp to Tunics
- [Ropemaker (Latium)](./ropemaker-latium.md) - Hemp to Ropes
- [Sailmaker (Latium)](./sailmaker-latium.md) - Hemp to Sails
- [Salt Gardens (Latium)](./salt-gardens-latium.md) - Produces Salt
- [Garum Maker (Latium)](./garum-maker-latium.md) - Produces Garum
### Quarries
- [Granite Quarry (Albion)](./granite-quarry-albion.md) - Produces Granite Blocks
- [Limestone Quarry (Albion)](./limestone-quarry-albion.md) - Produces Limestone
### Refineries
- [Granite Cutter (Albion)](./granite-cutter-albion.md) - Granite Blocks to Granite
- [Sawmill (Albion)](./sawmill-albion.md) - Wood to Timber (Albion)
- [Tessera Works (Latium)](./tessera-works-latium.md) - Produces Mosaics
### Pits
- [Sand Refinery (Albion)](./sand-refinery-albion.md) - Produces Quartz Sand
### Smelters
- [Furnace (Latium)](./furnace-latium.md) - Iron Ore to Iron
### Livestock Farms
- [Horse Breeder (Latium)](./horse-breeder-latium.md) - Produces Horses
### Armoury
- [Armourer (Latium)](./armourer-latium.md) - Produces Armour from Iron and Leather
- [Weaponsmith (Latium)](./weaponsmith-latium.md) - Produces Weapons from Iron
### Food Production (Tier II)
- [Bakery](./bakery.md) - Produces Bread
### Shrines
- [Shrine of Ceres (Albion)](./shrine-of-ceres-albion.md) - Faith and Health area effects
- [Shrine of Ceres (Latium)](./shrine-of-ceres-latium.md) - Faith and Health area effects
- [Shrine of Cernunnos (Albion)](./shrine-of-cernunnos-albion.md) - Faith and Health area effects
- [Shrine of Cernunnos (Latium)](./shrine-of-cernunnos-latium.md) - Faith and Health area effects
- [Shrine of Epona (Albion)](./shrine-of-epona-albion.md) - Faith and Happiness area effects
- [Shrine of Epona (Latium)](./shrine-of-epona-latium.md) - Faith and Happiness area effects
- [Shrine of Mars (Albion)](./shrine-of-mars-albion.md) - Population and Prestige area effects
- [Shrine of Mars (Latium)](./shrine-of-mars-latium.md) - Population and Prestige area effects
- [Shrine of Mercury-Lugus (Latium)](./shrine-of-mercury-lugus-latium.md) - Faith area effects
- [Shrine of Minerva (Latium)](./shrine-of-minerva-latium.md) - Knowledge and Prestige area effects
- [Shrine of Neptune (Latium)](./shrine-of-neptune-latium.md) - Faith and Fire Safety area effects
### Amenities
- [Well (Latium)](./well-latium.md) - Fire Safety area effect
- [Latrine (Latium)](./latrine-latium.md) - Health area effect
- [Watchtower (Latium)](./watchtower-latium.md) - Happiness area effect
### City Watch
- [Custodia (Latium)](./custodia-latium.md) - City watch providing happiness area effects
- [Medici (Latium)](./medici-latium.md) - Medical facility providing health area effects
- [Vigiles (Latium)](./vigiles-latium.md) - Fire watch and emergency responders
### Specialist Buildings
- [Officium (Latium)](./officium-latium.md) - Houses specialists
- [Villa of the Praetor (Latium)](./villa-des-praetors-latium.md) - Governor Villa for specialists
### Military / Recruitment
- [Barracks (Latium)](./barracks-latium.md) - Infantry recruitment building
- [Campus Equitum (Latium)](./campus-equitum-latium.md) - Cavalry recruitment building
- [Siege Workshop (Latium)](./siege-workshop-latium.md) - Siege unit recruitment building
### Infrastructure
- [Trading Post (Latium)](./kontor-latium.md) - Island trading post and main storage hub
- [Warehouse (Albion)](./warehouse-albion.md) - Central storage and distribution hub
- [Warehouse (Latium)](./warehouse-latium.md) - Central storage and distribution hub
### Harbour Buildings
- [Depot (Latium)](./depot-latium.md) - Extended harbour storage facility
- [Repair Crane (Latium)](./repair-crane-latium.md) - Ship repairs
## Placement Rules

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# Armourer (Latium)
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Region | Latium |
| Category | Armoury |
| Required Tier | [Plebeians](../population-tiers/tier-ii.md) |
| Cycle Time | 1:30 |
| Dimensions | 6x7 (base) / 8x10 (with effects) |
## Description
Produces Armour from Iron and Leather. Requires Charcoal as fuel to operate.
## Costs
**Construction Cost:** 4 Timber, 5 Bricks
**Maintenance:** -20 Income, -6 Plebeians
## Area Effects
| Effect | Value |
|--------|-------|
| Fire Safety | +1 |
| (Negative) | -2 |
## Production
**Fuel:** Charcoal
**Input:** Iron, Leather
**Output:** [Armour](../goods/armour.md)
## Specialists
| Specialist | Rarity | Type | Effects |
|------------|--------|------|---------|
| Favillus, Survivor of Sands and Sandals | Legendary | Economic | Smelters and Armouries in range: Productivity +35%, Fuel efficiency +35%, Fire Safety area effect +1. Legendary Bonus: Dedicate your island to the god Mars. |
| Aun, Proselyte of Mars Loucetius | Legendary | Religion | Armouries in range: Productivity +10%, Fuel efficiency +35%, Belief area effect +1.5, Upkeep cost -25%. Legendary Bonus: Be at war. |
| Lamellary Armourer | Rare | Military | Armour Chain in range: Productivity +20%. Affects Iron Mine, Tannery, Woodcutter, Furnace, Armourer, Salt Ponds, Pig Farm. |
| Hephaestian Polysmith | Rare | Military | Armouries in range: Workforce needed -33%, Upkeep cost -66%. |
| Zorsines, Sarmatian Swordshaper | Legendary | Economic | Armouries in range: Productivity +30%, Additional 1t every 10 cycles, Fuel efficiency +25%. Legendary Bonus: Own at least 10 Praetorian Cavalry. |
| Enna Ardsolas, Shining Bulwark | Epic | Civic | Armourer in range: Prestige area effect +1.5. |
## Related Buildings
- [Armourer (Albion)](./armourer-albion.md)
- [Weaponsmith (Latium)](./weaponsmith-latium.md)
- [Weaponsmith (Albion)](./weaponsmith-albion.md)

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# Barracks (Latium)
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Region | Latium |
| Category | Recruitment Building |
| Required Tier | [Plebeians (Tier II)](../population-tiers/tier-ii.md) |
| Dimensions | 8x8 (base), 11x11 (with roads) |
## Description
The Barracks is a military recruitment building in the Latium region, available from the Plebeians population tier. It is used to recruit infantry troops for your army.
## Costs
**Build Cost:** 1,000 Gold, 3 Timber, 6 Bricks
**Maintenance:** -10 Gold, -10 Plebeians
## Placement
| Requirement | Value |
|-------------|-------|
| Road Required | Yes |
| Warehouse Required | Yes |
## Production
**Input:** None
**Output:** Troops (recruitment building)
## Specialists
| Specialist | Rarity | Type | Effects |
|------------|--------|------|---------|
| Enlister | Common | Military | Recruitment Building in range: Troop recruitment speed +50% |
| Clarion Caller | Rare | Military | Barracks in range: Troop recruitment speed +100%, Troop recruitment cost -20% |
| Hasdrubal, Pedagogic Authority | Epic | Military | Recruitment Building in range: Troop recruitment speed +100%, Troop recruitment cost -25%, Hitpoints +25% |
## Related Buildings
Other Recruitment Buildings:
- [Siege Workshop (Latium)](./siege-workshop-latium.md)
- [Siege Workshop (Albion)](./siege-workshop-albion.md)
- [Campus Equitum (Latium)](./campus-equitum-latium.md)
- [Campus Equitum (Albion)](./campus-equitum-albion.md)
- [Barracks (Albion)](./barracks-albion.md)
## Usage Patterns
Place the Barracks to recruit infantry units for military operations. This is the earliest available recruitment building, unlocked at the Plebeians tier with relatively low construction and maintenance costs compared to other military buildings.
## Common Pitfalls
- Requires 10 Plebeians workforce - ensure sufficient Plebeians population before constructing
- Large footprint (8x8) requires space planning in your city layout
- Consider specialist placement to maximize recruitment efficiency

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# Campus Equitum (Latium)
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Region | Latium |
| Category | Recruitment Building |
| Required Tier | [Equites (Tier III)](../population-tiers/tier-iii.md) |
| Dimensions | 8x10 (base), 11x14 (with roads) |
## Description
The Campus Equitum is a recruitment building in the Latium region, available from the Equites population tier. It is used to recruit mounted troops and cavalry units.
## Costs
**Build Cost:** 2,500 Gold, 1 Timber, 5 Bricks, 5 Concrete
**Maintenance:** -16 Gold, -15 Equites
## Placement
| Requirement | Value |
|-------------|-------|
| Road Required | Yes |
| Warehouse Required | Yes |
## Production
**Input:** None
**Output:** Troops (recruitment building)
## Specialists
| Specialist | Rarity | Type | Effects |
|------------|--------|------|---------|
| Enlister | Common | Military | Recruitment Building in range: Troop recruitment speed +50% |
| Equitable Trainer | Rare | Military | Equitum Campus in range: Troop recruitment speed +100%, Troop recruitment cost -20% |
| Hasdrubal, Pedagogic Authority | Epic | Military | Recruitment Building in range: Troop recruitment speed +100%, Troop recruitment cost -25%, Hitpoints +25% |
## Related Buildings
Other Recruitment Buildings:
- [Siege Workshop (Latium)](./siege-workshop-latium.md)
- [Siege Workshop (Albion)](./siege-workshop-albion.md)
- [Campus Equitum (Albion)](./campus-equitum-albion.md)
- [Barracks (Latium)](./barracks-latium.md)
- [Barracks (Albion)](./barracks-albion.md)
## Usage Patterns
Place the Campus Equitum to recruit cavalry and mounted units. Specialists can significantly improve recruitment speed and reduce costs.
## Common Pitfalls
- High Equites workforce requirement (15 workers) - ensure sufficient Equites population
- Large footprint (8x10) requires careful city planning
- Higher tier building with substantial upkeep costs

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# Charcoal Burner (Albion)
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Category | Production / Forest Camp |
| Region | Albion |
| Required Tier | Smiths, Mercators |
| Cycle Time | 0:30 |
| Dimensions | 5x6 (base), 7x8 (with effects) |
## Description
Produces Charcoal from forest resources. Requires placement in a forest area.
## Costs
**Build Cost:** 3 Timber
**Maintenance:** -8 gold/min, 4 Waders workers
## Area Effects
| Effect | Value |
|--------|-------|
| Health | -3 |
| Fire Safety | -3 |
## Placement
| Requirement | Value |
|-------------|-------|
| Road Required | Yes |
| Warehouse Required | Yes |
| Constraints | Forest Area required |
## Production
**Input:** Forest resources
**Output:** [Charcoal](../goods/charcoal.md)
## Related Specialists
### Legendary
- **Sceilg, Eremitic Reductionist** (Economic)
- Forest Camps in range: Productivity +30%, Required area -30%, Additional 1t every 10 cycles
- Legendary Bonus: Have less than 2,000 residents on your island
- Also improves: Resin Trapper, Woodcutter, Sandarac Nursery
### Rare
- **Chimneysweeper** (Military)
- Charcoal Burner in range: Fire Safety area effect +1
- Also improves: Charcoal Burner
## Related Forest Camp Buildings
- [Charcoal Burner (Latium)](./charcoal-burner-latium.md)
- [Resin Trapper (Albion)](./resin-trapper-albion.md)
- [Resin Trapper (Latium)](./resin-trapper-latium.md)
- [Woodcutter (Albion)](./woodcutter-albion.md)
- [Woodcutter (Latium)](./woodcutter-latium.md)
- [Sandarac Nursery (Latium)](./sandarac-nursery-latium.md)

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# Charcoal Burner (Latium)
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Category | Production / Forest Camp |
| Region | Latium |
| Required Tier | [Tier II - Plebeians](../population-tiers/tier-ii.md) |
| Cycle Time | 0:30 |
| Dimensions | 5x6 (base), 7x8 (with effects) |
## Description
Produces Charcoal in forest areas.
## Costs
**Build Cost:** 3 Timber
**Maintenance:** -8 gold/min, 4 Plebeians workers
## Area Effects
| Effect | Value |
|--------|-------|
| Health | -3 |
| Fire Safety | -3 |
## Placement
| Requirement | Value |
|-------------|-------|
| Road Required | Yes |
| Warehouse Required | Yes |
| Constraints | Forest Area |
## Production
**Input:** None (raw production)
**Output:** [Charcoal](../goods/charcoal.md)
## Related Specialists
### Legendary
- **Sceilg, Eremitic Reductionist** (Economic)
- Forest Camps in range: Productivity +30%, Required area -30%, Additional 1t every 10 cycles
- Legendary Bonus: Have less than 2,000 residents on your island
- Also improves: Resin Trapper, Woodcutter, Sandarac Nursery
### Rare
- **Chimneysweeper** (Military)
- Charcoal Burner in range: Fire Safety area effect +1
- Also improves: Charcoal Burner
## Related Forest Camp Buildings
- [Resin Trapper (Albion)](./resin-trapper-albion.md)
- [Resin Trapper (Latium)](./resin-trapper-latium.md)
- [Woodcutter (Albion)](./woodcutter-albion.md)
- [Woodcutter (Latium)](./woodcutter-latium.md)
- [Charcoal Burner (Albion)](./charcoal-burner-albion.md)
- [Sandarac Nursery (Latium)](./sandarac-nursery-latium.md)

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# Concrete Mixer (Albion)
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Category | Production / Refinery |
| Region | Albion |
| Required Tier | [Tier IV - Nobles](../population-tiers/tier-iv.md) |
| Cycle Time | 1:30 |
| Dimensions | 5x6 (base), 7x8 (with effects) |
## Description
Mixes Quartz Sand and Limestone to produce Concrete for advanced construction projects.
## Costs
**Build Cost:** 1 Timber, 4 Bricks
**Maintenance:** -16 gold/min, 8 Nobles workers
## Placement
| Requirement | Value |
|-------------|-------|
| Road Required | Yes |
| Warehouse Required | Yes |
| Constraints | None special |
## Production
**Input:** Quartz Sand, Limestone
**Output:** [Concrete](../goods/concrete.md)
## Related Refinery Buildings
- [Concrete Mixer (Latium)](./concrete-mixer-latium.md)
- [Granite Cutter (Albion)](./granite-cutter-albion.md)
- [Clay Workshop (Albion)](./clay-workshop-albion.md)
- [Marble Mason (Latium)](./marble-mason-latium.md)
- [Mosaic Maker (Latium)](./mosaic-maker-latium.md)
- [Sawmill (Albion)](./sawmill-albion.md)
- [Sawmill (Latium)](./sawmill-latium.md)
- [Brickyard (Albion)](./brickyard-albion.md)
- [Brickyard (Latium)](./brickyard-latium.md)

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# Custodia (Latium)
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Region | Latium |
| Category | City Watch |
| Required Tier | [Plebeians (Tier II)](../population-tiers/tier-ii.md) |
| Dimensions | 4x4 (base), 6x6 (with roads) |
## Description
The Custodia is a city watch building in the Latium region, available from the Plebeians population tier. It provides happiness area effects to nearby residences and patrols the area.
## Costs
**Build Cost:** 1,500 Gold, 5 Timber, 5 Bricks
**Maintenance:** -10 Gold, -6 Liberti
## Placement
| Requirement | Value |
|-------------|-------|
| Road Required | Yes |
| Warehouse Required | Yes |
## Production
**Input:** None
**Output:** None (Service building)
## Area Effects
| Effect | Value |
|--------|-------|
| Happiness | +2 |
## Specialists
| Specialist | Rarity | Type | Effects |
|------------|--------|------|---------|
| Publius Quintus, Amphipraetorian | Epic | Finance | City Watches in range: Income area effect +1, Workforce needed -25%, Available patrols +1 |
| Faustus Silvius Lupicinus, Apparitor Rationibus | Legendary | Finance | City Watches in range: Income area effect +3, Prestige area effect +1, Upkeep cost -25%. Legendary bonus: At least 75 reputation with the Emperor |
| Mamercus Albanus, Champion of Justice | Legendary | Culture | Custodes in range: Happiness area effect +1, Available patrols +2. Legendary bonus: Have at least 3 Weapon Smiths |
| Divergent Factor | Rare | Economic | City Watches in range: Workforce needed -25%, Upkeep cost -50%, Run by Plebeian Workforce instead of Liberti Workforce |
| Watchman | Common | Culture | Custodes in range: Available patrols +1 |
| Urbane Auxila | Rare | Culture | Custodes in range: Happiness area effect +1 |
| Champion Bruiser | Rare | Culture | Custodes in range: Happiness +30, Available patrols +1 |
| Urbicius Creticus, Graffitographer | Epic | Research | Custodes in range: Knowledge area effect +1, Available patrols +1, Response time -10% |
## Related Buildings
Other City Watch buildings:
- [Custodes (Albion)](./custodes-albion.md)
- [Medici (Albion)](./medici-albion.md)
- [Medici (Latium)](./medici-latium.md)
- [Vigiles (Albion)](./vigiles-albion.md)
- [Vigiles (Latium)](./vigiles-latium.md)
## Usage Patterns
Place Custodia buildings in residential areas to provide happiness bonuses and patrol coverage. The area effect radius covers nearby residences within range.
## Common Pitfalls
- Requires Liberti workforce for maintenance (6 workers)
- Ensure sufficient Liberti population before building multiple Custodia

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# Depot (Latium)
**Category:** Harbour Building
**Region:** Latium
## Description
The Depot is a harbour building in Latium that serves as an extended storage facility in the harbour area. It must be unlocked through the skill tree before construction.
## Stats
| Property | Value |
|----------|-------|
| Dimensions | 4x11 / 6x16 |
| Build Cost | 500 Coins, 10 Planks |
| Maintenance | 26 Coins, 8 Liberti |
## Requirements
- Harbour Area
- Skill tree unlock required
- Unlocks at: Liberti population tier
## Specialists
| Specialist | Rarity | Type | Effects |
|------------|--------|------|---------|
| Wareholder | Common | Military | Trading Posts, Warehouses and Depot in range: Hitpoints +50%, Self-repair speed +100% |
## Related Buildings
- [Depot (Albion)](./depot-albion.md)
- [Trading Post (Latium)](./trading-post-latium.md)
- [Warehouse (Latium)](./warehouse-latium.md)
- [Pier (Latium)](./pier-latium.md)
- [Repair Crane (Latium)](./repair-crane-latium.md)
- [Shipyard (Latium)](./shipyard-latium.md)

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# Furnace (Latium)
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Category | Production / Smelter |
| Region | Latium |
| Required Tier | [Tier II - Plebeians](../population-tiers/tier-ii.md) |
| Cycle Time | 1:00 |
| Dimensions | 4x6 (base), 6x10 (with effects) |
## Description
Smelts Iron Ore into Iron using Charcoal as fuel.
## Costs
**Build Cost:** 1 Timber, 4 Bricks
**Maintenance:** -8 gold/min, 3 Plebeians workers
## Area Effects
| Effect | Value |
|--------|-------|
| Fire Safety | -2 |
## Placement
| Requirement | Value |
|-------------|-------|
| Road Required | Yes |
| Warehouse Required | Yes |
| Constraints | None special |
## Production
**Input:** Iron Ore, Charcoal (fuel)
**Output:** [Iron](../goods/iron.md)
## Related Specialists
### Legendary
- **Favillus, Survivor of Sands and Sandals** (Economic)
- Smelters and Armouries in range: Productivity +35%, Fuel efficiency +35%, Fire Safety area effect +1
- Legendary Bonus: Dedicate your island to the god Mars
- Also improves: Bronze Smelter, Glass Smelter, Goldsmith, Armourer, Silver Forge, Weaponsmith
- **Aneirin Gwawdrydd, Smith Weard** (Economic)
- Smelters in range: Productivity +25%, Additional 1t every 10 cycles, Fuel efficiency +25%
- Legendary Bonus: Have at least 800 Waders on your island
- Also improves: Bronze Smelter, Glass Smelter, Goldsmith, Silver Forge
### Epic
- **Obairrix, Full Metalsmith** (Military)
- Smelters in range: Fire Safety area effect +1.5
- Also improves: Bronze Smelter, Glass Smelter, Goldsmith, Silver Forge
### Rare
- **Lamellary Armourer** (Military)
- Armour Chain in range: Productivity +20%
- Also improves: Iron Mine, Tannery, Woodcutter, Armourer, Salt Ponds, Pig Farm
- **Laconic Swordsmith** (Military)
- Weapons Chain in range: Productivity +20%
- Also improves: Iron Mine, Weaponsmith
### Common
- **Amalgamist** (Research)
- Smelters in range: Workforce needed -25%, Upkeep cost -50%
- Also improves: Bronze Smelter, Glass Smelter, Goldsmith, Silver Forge
## Related Smelter Buildings
- [Bronze Smelter (Albion)](./bronze-smelter-albion.md)
- [Glass Smelter (Latium)](./glass-smelter-latium.md)
- [Goldsmith (Latium)](./goldsmith-latium.md)
- [Furnace (Albion)](./furnace-albion.md)
- [Silver Forge (Albion)](./silver-forge-albion.md)

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# Granite Cutter (Albion)
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Category | Refinery |
| Region | Albion |
| Required Tier | Aldermen |
| Cycle Time | 2:00 |
| Dimensions | 5x8 (base), 7x11 (with effects) |
## Description
Processes raw granite blocks into refined Granite building materials.
## Costs
**Build Cost:** 5 Timber, 3 Wicker
**Maintenance:** -16 gold/min, 12 Elders workers
## Area Effects
| Effect | Value |
|--------|-------|
| Prestige | +1 |
| Health | -1 |
## Placement
| Requirement | Value |
|-------------|-------|
| Road Required | Yes |
| Warehouse Required | Yes |
| Constraints | None special |
## Production
**Input:** Granite Blocks
**Output:** [Granite](../goods/granite.md)
## Related Specialists
### Epic
- **Philon, Baitylologist** (Religion)
- Granite Cutter in range: Belief area effect +1.5
## Related Refinery Buildings
- [Concrete Mixer (Albion)](./concrete-mixer-albion.md)
- [Concrete Mixer (Latium)](./concrete-mixer-latium.md)
- [Clay Workshop (Albion)](./clay-workshop-albion.md)
- [Marble Mason (Latium)](./marble-mason-latium.md)
- [Mosaic Maker (Latium)](./mosaic-maker-latium.md)
- [Sawmill (Albion)](./sawmill-albion.md)
- [Sawmill (Latium)](./sawmill-latium.md)
- [Brickworks (Albion)](./brickworks-albion.md)
- [Brickworks (Latium)](./brickworks-latium.md)

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# Granite Quarry (Albion)
**Category:** Production / Quarry
**Region:** Albion
## Description
The Granite Quarry extracts Granite Blocks from mountain deposits in Albion. It requires a Mountain Slot and a Granite deposit to be built.
## Stats
| Property | Value |
|----------|-------|
| Required Tier | [Elders](../population-tiers/tier-iv.md) |
| Dimensions | 3x8 / 4x11 (rotated) |
| Cycle Time | 0:45 |
| Build Cost | 2 Planks, 2 Wattle |
| Maintenance | 8 Coins, 5 Smiths |
## Area Effects
| Effect | Value |
|--------|-------|
| Health | -2 |
## Placement Requirements
| Requirement | Details |
|-------------|---------|
| Mountain Slot | Required |
| Deposit | Granite deposit required |
## Production
**Input:** None (raw extraction)
**Output:** [Granite Blocks](../goods/granite-blocks.md)
## Specialists
| Specialist | Rarity | Type | Effects |
|------------|--------|------|---------|
| Philof, Baitylician | Epic | Religion | Granite Quarry in range: Belief area effect +1.5 |
## Related Buildings
- [Limestone Quarry (Albion)](./limestone-quarry-albion.md)
- [Limestone Quarry (Latium)](./limestone-quarry-latium.md)
- [Marble Quarry (Latium)](./marble-quarry-latium.md)
- [Mineral Quarry (Latium)](./mineral-quarry-latium.md)

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# Horse Breeder (Latium)
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Category | Production / Livestock Farm |
| Region | Latium |
| Required Tier | Equites |
| Construction Time | Instant |
| Cycle Time | 2:00 (120 seconds) |
| Dimensions | 4x5 (base), 6x7 (with pasture) |
## Description
Produces Horses for use in various production chains. Can be enhanced with a Silo, which is unlocked through faith in the patron goddess Epona.
## Costs
**Build Cost:** 1 Timber, 3 Bricks, 2 Concrete
**Maintenance:** -16 gold/min, 6 Equites workers
## Area Effects
| Effect | Value |
|--------|-------|
| Health | -1 |
| Happiness | +1 |
## Placement
| Requirement | Value |
|-------------|-------|
| Road Required | Yes |
| Warehouse Required | Yes |
| Constraints | Requires pasture space |
## Production
**Input:** None
**Output:** Horses
## Upgrades
**Silo** - Available through faith in Epona. Enhances grain storage for animal feed.
## Related Specialists
| Specialist | Rarity | Type | Effects |
|------------|--------|------|---------|
| Pwyll fab Manawydan, Rhiannon's Postilion | Legendary | Civic | Livestock Farms: +30% Productivity, +1t Horses every 10 cycles, +1 Prestige area effect |
| Nomadic Herder | Rare | Nature | Livestock Farms: -33% Workforce needed, -66% Upkeep cost |
| Shapur of Chalcis, Eponian Eques | Epic | Nature | Horse Breeders: +1.5 Health area effect |
| Capillary Coiffurist | Rare | Civic | Wigs Chain: +20% Productivity |
| Xeno of Phillipopolis, Hipparchon | Epic | Military | Horses Chain: +35% Productivity |
## Related Buildings
Other Livestock Farm buildings:
- Ochs Farm (Albion)
- Horse Breeder (Albion)
- Sheep Farm (Albion)
- Sheep Farm (Latium)
- Snail Farm (Latium)
- Pig Farm (Albion)
- Pig Farm (Latium)

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# Iron Mine (Latium)
**Category:** Production / Mining
**Region:** Latium
## Description
The Iron Mine extracts Iron Ore from mountain deposits in Latium. It requires a Mountain Slot and an Iron deposit to be built. The building can be upgraded with an Aqueduct connection for improved production.
## Stats
| Property | Value |
|----------|-------|
| Required Tier | [Plebeians](../population-tiers/tier-ii.md) |
| Dimensions | 3x8 / 4x11 (rotated) |
| Cycle Time | 0:30 |
| Build Cost | 2 Planks, 2 Bricks |
| Maintenance | 10 Coins, 5 Plebeians |
## Area Effects
| Effect | Value |
|--------|-------|
| Health | -2 |
## Placement Requirements
| Requirement | Details |
|-------------|---------|
| Mountain Slot | Required |
| Deposit | Iron deposit required |
## Production
**Input:** None (raw extraction)
**Output:** [Iron Ore](../goods/iron-ore.md)
## Upgrades
### Aqueduct Connection
The Iron Mine can be connected to the Aqueduct system for enhanced production capabilities.
## Specialists
| Specialist | Rarity | Type | Effects |
|------------|--------|------|---------|
| Lar Syracus, Minedriver | Legendary | Economic | Mines in Range: Income area effect +6, Happiness area effect -2, Health area effect -2, Workforce -75%, Upkeep -75%. Legendary Bonus: Own at least 12 Markets. |
| Minas Orlamh, the Gilted Touch | Legendary | Finance | Mines in Range: Productivity +25%, Additional 1t Gold Ore every 10 cycles, Income +100. Legendary Bonus: Own at least 1,000,000 Denarii. |
| Ironic Interviewer | Rare | Research | Iron Mines in range: Knowledge area effect +1 |
| Gygaea of Megaria, Eupalinian Reservist | Epic | Economic | Mines in Range: Water consumption -50%, Additional 1t every 8 cycles |
| Lamellary Armourer | Rare | Military | Armour Chain in range: Productivity +20% |
| Laconic Swordsmith | Rare | Military | Weapons Chain in range: Productivity +20% |
| Rhea Proserpina, Dis Mater | Epic | Finance | Mines and Pits in range: Workforce -40%, Upkeep -80% |
## Production Chain
Iron Ore is smelted in a [Furnace](./furnace-latium.md) to produce [Iron](../goods/iron.md), which is then used by:
- [Weaponsmith](./weaponsmith-latium.md) to produce [Weapons](../goods/weapons.md)
- [Armourer](./armourer-latium.md) to produce [Armour](../goods/armour.md)
## Related Buildings
- [Iron Mine (Albion)](./iron-mine-albion.md)
- [Copper Mine (Albion)](./copper-mine-albion.md)
- [Silver Mine (Albion)](./silver-mine-albion.md)
- [Tin Mine (Albion)](./tin-mine-albion.md)

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# Trading Post (Latium)
**Category:** Infrastructure
**Region:** Latium
## Description
The Trading Post is the first building you can place on an island in the Latium region. It serves as a warehouse for goods and a docking point for ships. The Trading Post can be upgraded multiple times, with each upgrade significantly increasing island storage capacity and the number of loading ramps. Upgrades must first be unlocked in the skill tree.
## Stats
| Property | Value |
|----------|-------|
| Dimensions | 6x6 / 8x8 (upgraded) |
| Maintenance | 10 Coins, 8 Liberti (Improved), 16 Coins, 12 Liberti (Stately) |
## Upgrades
### Improved Trading Post (Tier 1)
- **Unlock:** Trading Post Improvements skill
- **Build Cost:** 500 Income, 25 Timber, 5 Tiles
- **Maintenance:** 10 Coins, 8 Liberti
- **Effect:** +2 loading ramps, +75 island storage capacity
### Stately Trading Post (Tier 2)
- **Unlock:** Trading Post Improvements skill
- **Build Cost:** 1000 Income, 50 Timber, 15 Tiles, 5 Concrete
- **Maintenance:** 16 Coins, 12 Liberti
- **Effect:** 6 loading ramps total, increased island storage capacity
## Specialists
| Specialist | Rarity | Type | Effects |
|------------|--------|------|---------|
| Wareholder | Common | Military | Trading Posts, Warehouses and Depot in range: Hitpoints +50%, Self-repair speed +100% |
## Placement
- Can only be placed on coastline
- First building placed when settling an island
- Functions as main storage and trade hub for the island
## Related Buildings
- [Kontor (Albion)](./kontor-albion.md)
- [Warehouse (Latium)](./warehouse-latium.md)
- [Depot (Latium)](./depot-latium.md)

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# Labourer's Yard (Albion)
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Region | Albion |
| Category | Refinery |
| Required Tier | Smiths |
| Cycle Time | 1:00 |
| Dimensions | 5x7 (base), 7x10 (rotated) |
## Description
A refinery building in Albion that produces Wattle & Daub, a construction material used for building.
## Costs
**Build Cost:** 5 Timber
**Maintenance:** -10 gold/min, -5 Smiths
## Placement
| Requirement | Value |
|-------------|-------|
| Road Required | Yes |
| Warehouse Required | Yes |
| Constraints | None special |
## Production
**Input:** Mud, Reeds
**Output:** Wattle & Daub
## Related Buildings
Other Refinery buildings:
- Concrete Mixer (Albion)
- Concrete Mixer (Latium)
- Granite Cutter (Albion)
- Marble Mason (Latium)
- Mosaic Maker (Latium)
- Sawmill (Albion)
- Sawmill (Latium)
- Brickworks (Albion)
- Brickworks (Latium)

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# Latrine (Latium)
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Region | Latium |
| Category | Amenities |
| Required Tier | [Plebeians](../population-tiers/tier-ii.md) |
| Dimensions | 2x3 (base), 3x4 (with roads) |
| Unlock Condition | Skill Tree unlock required |
## Description
Public latrine facility in Latium. Provides health area effects to nearby residences as an amenity building.
## Costs
**Build Cost:** 750 gold, 4 Planks, 2 Bricks
**Maintenance:** -8 gold, -4 Liberti
## Placement
| Requirement | Value |
|-------------|-------|
| Road Required | Yes |
| Warehouse Required | Unknown |
## Production
**Input:** None
**Output:** None (Service building)
## Area Effects
| Effect | Value |
|--------|-------|
| Health | +1 |
## Specialists
| Specialist | Effects |
|------------|---------|
| Lucia Sophus, Imperial Occultist | City Watches in range: +3 Belief area effect, -1 Knowledge area effect, -20% Upkeep cost. Legendary bonus: Serve your Emperor faithfully. Improves: Well, Latrine, Watchtower |
## Related Buildings
Other Amenities:
- [Well (Latium)](./brunnen-latium.md)
- [Latrine (Albion)](./latrine-albion.md)
- [Watchtower (Latium)](./wachturm-latium.md)
- [Watchtower (Albion)](./wachturm-albion.md)
## Usage Patterns
Place near residential areas to provide health bonuses, particularly for Plebeians and higher population tiers.
## Common Pitfalls
- Requires Skill Tree unlock before construction
- Consumes Liberti workforce for maintenance

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# Limestone Quarry (Albion)
**Category:** Production / Mining
**Region:** Albion
## Description
The Limestone Quarry extracts Limestone from mountain deposits in Albion. It requires a Mountain Slot to be built and provides raw materials for construction.
## Stats
| Property | Value |
|----------|-------|
| Required Tier | [Mercators](../population-tiers/tier-iii.md) |
| Dimensions | 3x8 / 4x11 (rotated) |
| Cycle Time | 0:30 |
| Build Cost | 2 Planks, 1 Bricks |
| Maintenance | 12 Coins, 5 Mercators |
## Area Effects
| Effect | Value |
|--------|-------|
| Health | -2 |
## Placement Requirements
| Requirement | Details |
|-------------|---------|
| Mountain Slot | Required |
## Production
**Input:** None (raw extraction)
**Output:** [Limestone](../goods/limestone.md)
## Specialists
| Specialist | Rarity | Type | Effects |
|------------|--------|------|---------|
| Juicer of Lime | Rare | Finance | Limestone Quarry in range: Income area effect +1 |
## Related Buildings
- [Limestone Quarry (Latium)](./limestone-quarry-latium.md)
- [Granite Quarry (Albion)](./granite-quarry-albion.md)
- [Marble Quarry (Latium)](./marble-quarry-latium.md)
- [Mineral Quarry (Latium)](./mineral-quarry-latium.md)

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# Medici (Latium)
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Region | Latium |
| Category | City Watch |
| Required Tier | [Smiths](../population-tiers/tier-iii.md) / [Mercators](../population-tiers/tier-iii.md) |
| Dimensions | 4x6 (base), 7x8 (with roads) |
## Description
Medical facility in Latium that provides health area effects to nearby residences and dispatches patrols to respond to incidents.
## Costs
**Build Cost:** 2250 Gold, 10 Planks, 5 Bricks
**Maintenance:** -16 gold, -8 Liberti
## Placement
| Requirement | Value |
|-------------|-------|
| Road Required | Yes |
| Warehouse Required | Yes |
## Production
**Input:** None
**Output:** None (Service building)
## Area Effects
| Effect | Value |
|--------|-------|
| Health | +2 |
## Specialists
| Specialist | Rarity | Type | Effects |
|------------|--------|------|---------|
| Practitioner | Common | Nature | Medici in range: Available patrols +1 |
| Divergent Factor | Rare | Economic | City Watches in range: Workforce needed -25%, Upkeep cost -50%, Run by Plebeian Workforce instead of Liberti Workforce |
| Materialist Medicus | Rare | Nature | Medici in range: Health area effect +1 |
| Savvy Capsarius | Rare | Nature | Medici in range: Health +30, Available patrols +1 |
| Cermaid Mac Ealadha, Dagda's Goodman | Epic | Civic | Medici in range: Prestige area effect +1, Available patrols +1, Response time -10% |
| Publius Quintus, Amphipraetorian | Epic | Finance | City Watches in range: Income area effect +1, Workforce needed -25%, Available patrols +1. Improves: Custodia, Medici, Vigiles |
| Ide Nimh, Bane of Pugilists | Legendary | Nature | Medici in range: Health area effect +1, Available patrols +1. Legendary bonus: Equip items. Medici in range: Available patrols +1 |
| Faustus Silvius Lupicinus, Apparitor Rationibus | Legendary | Finance | City Watches in range: Income area effect +3, Prestige area effect +1, Upkeep cost -25%. Legendary bonus: At least 75 reputation with the Emperor. Improves: Custodia, Medici, Vigiles |
## Related Buildings
Other City Watch buildings:
- [Medici (Albion)](./medici-albion.md) - Albion variant
- [Custodia (Latium)](./custodia-latium.md) - Police station
- [Custodes (Albion)](./custodes-albion.md) - Albion police station
- [Vigiles (Latium)](./vigiles-latium.md) - Fire brigade
- [Vigiles (Albion)](./vigiles-albion.md) - Albion fire brigade
## Usage Patterns
Place near residential areas to provide health bonuses and incident response coverage. The Medici is essential for keeping your population healthy and responding to health-related incidents.
## Common Pitfalls
- Requires Smiths/Mercators population tier before it can be built
- Uses Liberti workforce for maintenance
- Consider pairing with specialists like Divergent Factor to reduce workforce and upkeep costs

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# Repair Crane (Latium)
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Region | Latium |
| Category | Harbour Building |
| Required Tier | [Plebeians (Tier II)](../population-tiers/tier-ii.md) |
| Dimensions | 5x5 (base), 7x7 (with roads) |
## Description
A harbour building that repairs ships docked at your port. Available in the Latium region at the Plebeians population tier. Requires placement within a Harbour Area and must be unlocked via the skill tree.
## Costs
**Build Cost:** 1000 Gold, 20 Timber, 15 Bricks
**Maintenance:** -26 Gold, -8 Liberti
## Placement
| Requirement | Value |
|-------------|-------|
| Road Required | Yes |
| Harbour Area Required | Yes |
| Skill Tree Unlock | Yes |
## Production
**Input:** None
**Output:** Ship repairs (Service)
## Specialists
| Specialist | Rarity | Effects |
|------------|--------|---------|
| [Stalwart Harbourward](../specialists/stalwart-harbourward.md) | Rare | Repair Crane in range: Ship repair speed +25%, Simultaneous repairs +1, Hitpoints +25% |
## Related Buildings
Other Harbour Buildings:
- [Repair Crane (Albion)](./repair-crane-albion.md)
- [Pier (Latium)](./pier-latium.md)
- [Depot (Latium)](./depot-latium.md)
- [Depot (Albion)](./depot-albion.md)
- [Trade Wharf (Albion)](./trade-wharf-albion.md)
- [Shipyard (Latium)](./shipyard-latium.md)
- [Shipyard (Albion)](./shipyard-albion.md)
## Usage Patterns
Place this building in your harbour area when you need to repair damaged ships. The building provides ship repair services, speeding up fleet maintenance between voyages or after naval combat.
## Common Pitfalls
- Requires Harbour Area placement - cannot be built inland
- Must be unlocked via the skill tree before construction
- Liberti workforce requirement of 8 workers

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# Residence (Latium)
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Category | Housing |
| Region | Latium |
| Required Tier | [Tier I](../population-tiers/tier-i.md) |
| Dimensions | 3x3 (Liberti), 4x4 (upgraded) |
## Description
The standard Residence in the Latium region houses inhabitants of the first population tier, Liberti. By fulfilling needs and placing buildings with area effects, you can increase the number of residents and other island attributes. Once enough needs are fulfilled, you can upgrade the building to the next tier.
## Costs
**Build Cost:** 1 Timber
**Maintenance:** None
## Upgrade Tiers
The Latium residence can be upgraded through four population tiers:
| Tier | Population | Upgrade Cost |
|------|------------|--------------|
| Tier I | Liberti | 1 Timber |
| Tier II | Plebeians | 1 Timber |
| Tier III | Equites | 1 Timber, 1 Tiles |
| Tier IV | Patricians | 1 Timber, 1 Tiles, 1 Concrete, 1 Marble |
## Placement
| Requirement | Value |
|-------------|-------|
| Road Required | Yes |
| Warehouse Required | Yes |
| Constraints | None |
## Related Specialists
Many specialists can affect residences with area effects. Here are some notable ones:
### Workforce Specialists
| Specialist | Rarity | Effect |
|------------|--------|--------|
| Titus Faber, Master of Tasks | Epic | Liberti Residences: Workforce from residents +25% |
| Plebeian Praepositus | Rare | Plebeian Residences: Workforce from residents +15% |
| Equestrian Trainer | Rare | Equites Residences: Workforce from residents +15% |
| Herius Fraucus Cornelius, Patrician Palatine | Epic | Patrician Residences: Workforce from residents +25% |
| Brutus Julius Lupus, Pollux of Polities | Epic | Residences: Workforce from residents +20% |
| Troucotouto, Subjugating Subiudex | Unique | Liberti and Wader Residences: Workforce from residents +30%, Happiness -1 |
| Stalwart Smith | Rare | Smith Residences: Workforce from residents +30% |
### Happiness Specialists
| Specialist | Rarity | Effect |
|------------|--------|--------|
| Iain Thespis, Brightener of Days | Epic | Residences: Happiness +1.8 |
| Iron-Grade Ironist | Rare | Residences: Happiness +1.2 |
| Dramatist | Common | Residences: Happiness +0.6 |
| Tarragon, Whose Voyages Have Ended | Unique | Plebeian Residences: Happiness +35%, also provides Liberti Workforce |
### Health Specialists
| Specialist | Rarity | Effect |
|------------|--------|--------|
| Octriuil, Gifted Healer | Epic | Residences: Health +1.8 |
| Pharmacognostic | Rare | Residences: Health +1.2 |
| Physician | Common | Residences: Health +0.6 |
| Dorian, Philos of Philhellenes | Unique | Equites Residences: Health +25%, also provides Liberti Workforce |
### Knowledge Specialists
| Specialist | Rarity | Effect |
|------------|--------|--------|
| Litugenus, Sage Cultivator | Epic | Residences: Knowledge +1.8 |
| Whataboutist Watis | Rare | Residences: Knowledge +1.2 |
| Scholast | Common | Residences: Knowledge +0.6 |
| Philosophokles, Eurekean Epigonoi | Legendary | Residences: Fire Safety +0.5, Knowledge +2 |
### Belief Specialists
| Specialist | Rarity | Effect |
|------------|--------|--------|
| Agrippina Pontificus, the Divine Fervour | Epic | Residences: Belief +1.8 |
| Inflammatory Flamincia | Rare | Residences: Belief +1.2 |
| Preacher | Common | Residences: Belief +0.6 |
| Potita Calavia Flaminia, Vulcan's Augur | Legendary | Residences: Belief +2, Knowledge +0.5 |
### Prestige Specialists
| Specialist | Rarity | Effect |
|------------|--------|--------|
| Emer, Thumping Advocate | Epic | Residences: Prestige +1.8 |
| Ascendant Endorser | Rare | Residences: Prestige +1.2 |
| Optimate | Common | Residences: Prestige +0.6 |
| Abdfil, Elephant Handler | Epic | Residences: Prestige +1.5 |
### Fire Safety Specialists
| Specialist | Rarity | Effect |
|------------|--------|--------|
| Senuacus, Dousing Dozer | Epic | Residences: Fire Safety +1.8 |
| Roasted Roustabout | Rare | Residences: Fire Safety +1.2 |
| Quencher | Common | Residences: Fire Safety +0.6 |
| Ahinadab, The Eternal City's Praefectus | Legendary | Residences: Health +0.5, Fire Safety +2 |
### Income Specialists
| Specialist | Rarity | Effect |
|------------|--------|--------|
| Aulus Pecunius Magnus, Patrician Profiteer | Epic | Residences: Income +1.8 |
| Cursory Bursarius | Rare | Residences: Income +1.2 |
| Actuary | Common | Residences: Income +0.6 |
| Amyntas of Taxila, Taxtaker Emeritus | Legendary | Residences: Income +2, Prestige +0.5 |
### Goods-Conditional Specialists
| Specialist | Rarity | Good | Effect |
|------------|--------|------|--------|
| Hygeian Garumedicus | Rare | Garum | Health +2 |
| Marcus Coriolan, Thundrous Speaker | Epic | Togas | Belief +3 |
| Meresamun, Reflective Intellect | Epic | Handmirrors | Prestige +3 |
| Knekkfjall of the Crisp Tundra | Epic | Cheese | Prestige +3 |
| Uesuca, of the Holy Terroir | Epic | Wine | Prestige +3 |
| Flavius Cerialis, Birrus Buff | Epic | Cloaks | Prestige +3 |
| Horatia Hemina, Alliterative Litterateur | Epic | Writing Tablets | Knowledge +3 |
| Circaeus of Aeaea, Kykeon Culinarian | Epic | Porridge | Knowledge +3 |
| Appius Gagilius Ismarus, Glass Aficionado | Epic | Fine Glass | Knowledge +3 |
| Asteria of Delphi, Apollonian Musagete | Epic | Standing Lyres | Belief +3 |
| Pompo Sittius Quadratus, Bisellariorian Collegiate | Epic | Loungers | Income +3 |
| Brass-Necked Pashedu | Epic | Necklaces | Income +3 |
| Baker Augcrusta | Rare | Bread | Population +2 |
| Prurient Pourer | Rare | Beer | Fire Safety +2 |
| S.P.Q.R. | Rare | Sausages | Income +2 |
| Vespertine Anointer | Rare | Olive Oil | Belief +2 |
| Luscious Soaper | Rare | Soap | Prestige +2 |
| Brooch Boutiquer | Rare | Brooches | Happiness +2 |
| Festina Lacer | Rare | Sandals | Health +2 |
| Buccaneering Bucketeer | Rare | Amphorae | Fire Safety +2 |
| Deboner | Common | Sardines | Health +1 |
| Sartorist | Common | Pileus | Knowledge +1 |
| Fashionist | Common | Tunics | Prestige +1 |
### Unique Specialists with Special Bonuses
| Specialist | Rarity | Effect | Legendary Bonus |
|------------|--------|--------|-----------------|
| Euphrosyne Patuleia, Plebeian Suffragist | Legendary | Liberti: Also provides equal amounts of Plebeian Workforce | Have at least 400 Patricians on your island |
| Zara Nitu, Queen of Mesopotamia | Unique | Patrician Residences: Knowledge +15%, also provides Plebeian Workforce | Generate at least 10,000 Knowledge |
| Concordia, Ashen Vestal | Unique | Patrician Residences: Belief +15%, also provides Liberti Workforce | Generate at least 1,000 Belief |
| Licia Ma, Trader of Silk and Secrets | Unique | Equites Residences: Prestige +25%, also provides Plebeian Workforce | Generate more than 10,000 Prestige |
| Privatus Ouvido Naso, Civic Elegist | Legendary | Residences: Happiness +0.5, Prestige +2 | Have less than 5,000 residents on your island |
| Zeno Salvia, Collegiate of Rex Infernus | Legendary | Residences: Income +0.5, Health +2 | Former officer under Tarragon |
| Canus Praecilius Thrax, Sociable Syndexioi | Legendary | Residences: Happiness +2, Belief +0.5 | Own at least 15 Grammaticus |
## Usage Patterns
- Place residences in clusters near service buildings (shrines, wells, latrines) to maximize area effects
- Ensure warehouse access for goods delivery to satisfy needs
- Balance upgrading residences with maintaining sufficient Tier I workforce
## Common Pitfalls
- Upgrading too many residences too quickly can cause workforce shortages at lower tiers
- Neglecting to fulfill needs prevents upgrading and limits population growth

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# Ropemaker (Latium)
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Category | Production / Upholsterer |
| Region | Latium |
| Required Tier | [Tier II - Plebeians](../population-tiers/tier-ii.md) |
| Cycle Time | 2:00 |
| Dimensions | 4x8 (base), 6x11 (with area) |
## Description
Produces Ropes from Hemp. Part of the Upholsterer category of buildings.
## Costs
**Build Cost:** 2 Timber, 3 Bricks
**Maintenance:** -10 gold/min, 5 Plebeians workers
## Placement
| Requirement | Value |
|-------------|-------|
| Road Required | Yes |
| Warehouse Required | Yes |
| Constraints | None |
## Production
**Input:** [Hemp](../goods/hemp.md)
**Output:** [Ropes](../goods/ropes.md)
## Specialists
| Specialist | Rarity | Type | Effect |
|------------|--------|------|--------|
| [Twiner](../specialists/twiner.md) | Common | Economic | Ropemaker and Ropes Chain in range: Productivity +10% |
## Related Buildings
Other Upholsterer buildings:
- [Tannery (Albion)](./tannery-albion.md)
- [Tannery (Latium)](./tannery-latium.md)
- [Hairnet Weaver (Albion)](./hairnet-weaver-albion.md)
- [Upholsterer (Latium)](./upholsterer-latium.md)
- [String Maker (Latium)](./string-maker-latium.md)
- [Sailmaker (Albion)](./sailmaker-albion.md)
- [Sailmaker (Latium)](./sailmaker-latium.md)
- [Ropemaker (Albion)](./ropemaker-albion.md)
- [Weaver (Latium)](./weaver-latium.md)
## Usage Patterns
Place near Hemp Farms to reduce hauling time. Consider placing the Twiner specialist to boost productivity.
## Common Pitfalls
Long processing time (2 minutes) means multiple Ropemakers may be needed for high rope demand.

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# Sailmaker (Latium)
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Category | Production / Upholsterer |
| Region | Latium |
| Required Tier | [Plebeians](../population-tiers/tier-ii.md) |
| Cycle Time | 1:30 |
| Dimensions | 6x7 (base) / 8x10 (with fields) |
## Description
Produces Sails from Hemp; belongs to the Upholsterer category of buildings.
## Costs
**Build Cost:** 2 Planks, 4 Bricks
**Maintenance:** -12 gold/min, 6 Plebeians workers
## Production
**Input:** Hemp (from [Hemp Farm](./hemp-farm.md))
**Output:** [Sails](../goods/sails.md)
## Specialists
| Name | Rarity | Type | Effect |
|------|--------|------|--------|
| [Sailer](../specialists/sailer.md) | Common | Economic | Sailmaker and Sails Chain in range: Productivity +10% |
## Related Buildings
Other Upholsterer buildings:
- Tannery (Albion)
- Tannery (Latium)
- Hairnet Weaver (Albion)
- Upholsterer (Latium)
- String Maker (Latium)
- Sailmaker (Albion)
- Ropemaker (Albion)
- Ropemaker (Latium)
- Weaver (Latium)
## Production Chain
Hemp Farm -> Sailmaker -> Sails
## Usage Patterns
Place within range of Hemp Farms to minimize transport times. The Sailer specialist can boost productivity when placed in range.
## Common Pitfalls
Ensure adequate Hemp supply before building multiple Sailmakers.

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# Sand Refinery (Albion)
**Category:** Production / Pit
**Region:** Albion
## Description
The Sand Refinery extracts Quartz Sand from coastal deposits in Albion. It requires placement in a Harbour Area and becomes available once you reach the Nobles population tier.
## Stats
| Property | Value |
|----------|-------|
| Required Tier | [Nobles](../population-tiers/tier-iv.md) |
| Dimensions | 6x7 / 8x10 (rotated) |
| Cycle Time | 0:45 |
| Build Cost | 3 Planks, 2 Bricks |
| Maintenance | 10 Coins, 5 Mercators |
## Placement Requirements
| Requirement | Details |
|-------------|---------|
| Harbour Area | Required |
## Production
**Input:** None (raw extraction)
**Output:** [Quartz Sand](../goods/quartz-sand.md)
## Specialists
| Specialist | Rarity | Type | Effects |
|------------|--------|------|---------|
| Servia Bellia, Lily of the Coast | Epic | Finance | Coastal Factories in range: Productivity +25%, Income area effect +1 |
| Artisan Allsmelter | Rare | Civic | Fine Glass Chain in range: Productivity +20% |
| Rhea Proserpina, Dis Mater | Epic | Finance | Mines and Pits in range: Workforce -40%, Upkeep -80% |
## Production Chain
Quartz Sand is used in glass production:
- [Glass Smelter](./glass-smelter-latium.md) to produce [Glass](../goods/glass.md)
- [Glassblower](./glassblower-latium.md) to produce [Fine Glass](../goods/fine-glass.md)
## Related Buildings
- [Sand Refinery (Latium)](./sand-refinery-latium.md)
- [Gold Washer (Latium)](./gold-washer-latium.md)
- [Mud Drier (Albion)](./mud-drier-albion.md)

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# Sawmill (Albion)
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Region | Albion |
| Category | Refinery |
| Required Tier | Waders |
| Cycle Time | 30 seconds |
| Dimensions | 4x6 (6x8 with rotation) |
## Description
Converts Wood into Timber planks. This is the Albion region variant of the Sawmill.
## Costs
**Build Cost:** 250 gold
**Maintenance:** -8 gold/min, -4 Waders
## Production
**Input:** Wood
**Output:** [Timber](../goods/timber.md)
## Production Chain
[Timber Chain](../production-chains/timber.md)
## Usage Patterns
Pair 1:1 with Woodcutter Huts (matching 30s cycles).
## Related Buildings
- [Sawmill](./sawmill.md) - Latium variant

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# Shipyard (Latium)
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Region | Latium |
| Category | Harbour Building |
| Required Tier | [Plebeians (Tier II)](../population-tiers/tier-ii.md) |
| Dimensions | 8x12 (base), 9x17 (with roads) |
## Description
A harbour building that constructs ships for your naval fleet. Must be placed in a harbour area and becomes available at the Plebeians population tier.
## Costs
**Build Cost:** 1000 Gold, 15 Timber, 5 Bricks
**Maintenance:** -16 Gold, -10 Plebeians
## Placement
| Requirement | Value |
|-------------|-------|
| Road Required | Yes |
| Warehouse Required | Yes |
| Harbour Area | Required |
## Production
**Input:** Ship construction resources (varies by ship type)
**Output:** Ships (Naval construction)
## Specialists
| Specialist | Rarity | Type | Effects |
|------------|--------|------|---------|
| [Herius Asina Restitutus, Intraempire Internuncio](../specialists/herius-asina-restitutus-intraempire-internuncio.md) | Legendary | Economic | Shipyards in range: Ship construction speed -25%, Ship building cost -25%, Knowledge area effect +1.5. Legendary Bonus: More than 20 ships must have traded in your port. |
## Related Buildings
Other Harbour Buildings:
- [Pier (Latium)](./pier-latium.md)
- [Depot (Albion)](./depot-albion.md)
- [Depot (Latium)](./depot-latium.md)
- [Trading Quay (Albion)](./trading-quay-albion.md)
- [Repair Crane (Albion)](./repair-crane-albion.md)
- [Repair Crane (Latium)](./repair-crane-latium.md)
- [Shipyard (Albion)](./shipyard-albion.md)
## Usage Patterns
Place this building in your harbour area when you need to construct ships for trade or military purposes. The shipyard is essential for expanding your naval capabilities.
## Common Pitfalls
- Requires harbour area placement - cannot be built inland
- Large footprint of 8x12 tiles requires significant harbour space
- Maintenance cost requires 10 Plebeians workforce

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# Shrine of Ceres (Albion)
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Region | Albion |
| Category | Shrine |
| Required Tier | [Nobles](../population-tiers/tier-iv.md) |
| Dimensions | 3x3 (base), 4x4 (with roads) |
| Unlock Condition | Enough Faith |
## Description
Religious shrine dedicated to the Roman goddess Ceres, providing faith and health area effects. This is the Albion variant of the shrine.
## Costs
**Build Cost:** 100 gold, 5 Concrete
**Maintenance:** -16 gold
## Placement
| Requirement | Value |
|-------------|-------|
| Road Required | Unknown |
| Warehouse Required | Unknown |
## Production
**Input:** None
**Output:** None (Service building)
## Area Effects
| Effect | Value |
|--------|-------|
| Faith | +1 |
| Health | +1 |
## Specialists
| Specialist | Effects |
|------------|---------|
| Brian the Multiply Blessed | Shrines in range: +0.5 Satisfaction, +0.5 Health, +0.5 Fire Safety area effects, -25% maintenance. Legendary bonus: Follows the correct number of gods. |
## Related Buildings
Other Shrines (Albion):
- [Shrine of Cernunnos (Albion)](./shrine-of-cernunnos-albion.md)
- [Shrine of Epona (Albion)](./shrine-of-epona-albion.md)
- [Shrine of Mars (Albion)](./shrine-of-mars-albion.md)
- [Shrine of Mercury-Lugus (Albion)](./shrine-of-mercury-lugus-albion.md)
- [Shrine of Minerva (Albion)](./shrine-of-minerva-albion.md)
- [Shrine of Neptune (Albion)](./shrine-of-neptune-albion.md)
Other Shrines (Latium):
- [Shrine of Ceres (Latium)](./shrine-of-ceres-latium.md)
- [Shrine of Cernunnos (Latium)](./shrine-of-cernunnos-latium.md)
- [Shrine of Epona (Latium)](./shrine-of-epona-latium.md)
- [Shrine of Mars (Latium)](./shrine-of-mars-latium.md)
- [Shrine of Mercury-Lugus (Latium)](./shrine-of-mercury-lugus-latium.md)
- [Shrine of Minerva (Latium)](./shrine-of-minerva-latium.md)
- [Shrine of Neptune (Latium)](./shrine-of-neptune-latium.md)
## Usage Patterns
Place near residential areas to provide faith and health bonuses.
## Common Pitfalls
Requires faith unlock before construction.

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# Shrine of Cernunnos (Albion)
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Region | Albion |
| Category | Shrine |
| Required Tier | [Nobles](../population-tiers/tier-iv.md) |
| Dimensions | 3x3 (base), 4x4 (with roads) |
| Unlock Condition | Enough Faith |
## Description
Religious shrine dedicated to the Celtic god Cernunnos, providing faith and health area effects.
## Costs
**Build Cost:** 100 gold, 5 Concrete
**Maintenance:** -16 gold
## Placement
| Requirement | Value |
|-------------|-------|
| Road Required | Unknown |
| Warehouse Required | Unknown |
## Production
**Input:** None
**Output:** None (Service building)
## Area Effects
| Effect | Value |
|--------|-------|
| Faith | +1 |
| Health | +1 |
## Specialists
| Specialist | Effects |
|------------|---------|
| Brian of the Many Blessings | Shrines in range: +0.5 Happiness, +0.5 Health, +0.5 Fire Safety area effects, -25% maintenance. Legendary bonus: Follows the correct amount of gods. |
## Related Buildings
Other Shrines (Albion):
- [Shrine of Ceres (Albion)](./shrine-of-ceres-albion.md)
- [Shrine of Epona (Albion)](./shrine-of-epona-albion.md)
- [Shrine of Mars (Albion)](./shrine-of-mars-albion.md)
- [Shrine of Mercury-Lugus (Albion)](./shrine-of-mercury-lugus-albion.md)
- [Shrine of Minerva (Albion)](./shrine-of-minerva-albion.md)
- [Shrine of Neptune (Albion)](./shrine-of-neptune-albion.md)
Other Shrines (Latium):
- [Shrine of Ceres (Latium)](./shrine-of-ceres-latium.md)
- [Shrine of Cernunnos (Latium)](./shrine-of-cernunnos-latium.md)
- [Shrine of Epona (Latium)](./shrine-of-epona-latium.md)
- [Shrine of Mars (Latium)](./shrine-of-mars-latium.md)
- [Shrine of Mercury-Lugus (Latium)](./shrine-of-mercury-lugus-latium.md)
- [Shrine of Minerva (Latium)](./shrine-of-minerva-latium.md)
- [Shrine of Neptune (Latium)](./shrine-of-neptune-latium.md)
## Usage Patterns
Place near residential areas to provide faith and health bonuses.
## Common Pitfalls
Requires faith unlock before construction.

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# Shrine of Epona (Albion)
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Region | Albion |
| Category | Shrine |
| Required Tier | [Nobles](../population-tiers/tier-iv.md) |
| Dimensions | 3x3 (base), 4x4 (with roads) |
| Unlock Condition | Enough Faith |
## Description
Religious shrine dedicated to the Celtic goddess Epona, providing faith and happiness area effects. Available in the Albion region.
## Costs
**Build Cost:** 100 gold, 5 Concrete
**Maintenance:** -16 gold
## Placement
| Requirement | Value |
|-------------|-------|
| Road Required | Unknown |
| Warehouse Required | Unknown |
## Production
**Input:** None
**Output:** None (Service building)
## Area Effects
| Effect | Value |
|--------|-------|
| Faith | +1 |
| Happiness | +1 |
## Specialists
| Specialist | Effects |
|------------|---------|
| Brian of the Many Blessings | Shrines in range: +0.5 Happiness, +0.5 Health, +0.5 Fire Safety area effects, -25% maintenance. Legendary bonus: Follows the correct amount of gods. |
## Related Buildings
Other Shrines (Albion):
- [Shrine of Ceres (Albion)](./shrine-of-ceres-albion.md)
- [Shrine of Cernunnos (Albion)](./shrine-of-cernunnos-albion.md)
- [Shrine of Mars (Albion)](./shrine-of-mars-albion.md)
- [Shrine of Mercury-Lugus (Albion)](./shrine-of-mercury-lugus-albion.md)
- [Shrine of Minerva (Albion)](./shrine-of-minerva-albion.md)
- [Shrine of Neptune (Albion)](./shrine-of-neptune-albion.md)
Other Shrines (Latium):
- [Shrine of Epona (Latium)](./shrine-of-epona-latium.md)
## Usage Patterns
Place near residential areas to provide faith and happiness bonuses.
## Common Pitfalls
Requires faith unlock before construction.

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# Shrine of Mars (Albion)
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Region | Albion |
| Category | Shrine |
| Required Tier | [Nobles](../population-tiers/tier-iv.md) |
| Dimensions | 3x3 (base), 4x4 (with roads) |
| Unlock Condition | Enough Faith |
## Description
Religious shrine dedicated to the Roman god Mars, providing population and prestige area effects in the Albion region.
## Costs
**Build Cost:** 100 gold, 5 Concrete
**Maintenance:** -16 gold
## Placement
| Requirement | Value |
|-------------|-------|
| Road Required | Unknown |
| Warehouse Required | Unknown |
## Production
**Input:** None
**Output:** None (Service building)
## Area Effects
| Effect | Value |
|--------|-------|
| Population | +1 |
| Prestige | +1 |
## Specialists
| Specialist | Effects |
|------------|---------|
| Brian of the Many Blessings | Shrines in range: +0.5 Happiness area effect, +0.5 Health area effect, +0.5 Fire Safety area effect, -25% upkeep cost. Legendary bonus: Follows the correct amount of gods. Improves: Shrine of Ceres, Shrine of Cernunnos, Shrine of Epona, Shrine of Mars, Shrine of Mercury-Lugus, Shrine of Minerva, Shrine of Neptune |
## Related Buildings
Other Shrines in Albion:
- [Shrine of Ceres (Albion)](./shrine-of-ceres-albion.md)
- [Shrine of Cernunnos (Albion)](./shrine-of-cernunnos-albion.md)
- [Shrine of Epona (Albion)](./shrine-of-epona-albion.md)
- [Shrine of Mercury-Lugus (Albion)](./shrine-of-mercury-lugus-albion.md)
- [Shrine of Minerva (Albion)](./shrine-of-minerva-albion.md)
- [Shrine of Neptune (Albion)](./shrine-of-neptune-albion.md)
Other Shrines in Latium:
- [Shrine of Mars (Latium)](./shrine-of-mars-latium.md)
## Usage Patterns
Place near residential areas to provide population and prestige bonuses.
## Common Pitfalls
Requires faith unlock before construction.

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# Shrine of Mars (Latium)
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Region | Latium |
| Category | Shrine |
| Required Tier | [Equites](../population-tiers/tier-iii.md) |
| Dimensions | 3x3 (base), 4x4 (with roads) |
| Unlock Condition | Enough Faith |
## Description
Religious shrine dedicated to Mars, the Roman god of war. Provides population and prestige area effects to nearby residences.
## Costs
**Build Cost:** 100 gold, 5 Concrete
**Maintenance:** -16 gold
## Placement
| Requirement | Value |
|-------------|-------|
| Road Required | Unknown |
| Warehouse Required | Unknown |
## Production
**Input:** None
**Output:** None (Service building)
## Area Effects
| Effect | Value |
|--------|-------|
| Population | +1 |
| Prestige | +1 |
## Specialists
| Specialist | Effects |
|------------|---------|
| Brian of the Many Blessings | Shrines in range: +0.5 Happiness area effect, +0.5 Health area effect, +0.5 Fire Safety area effect, -25% Upkeep cost. Legendary bonus: Follows the correct amount of gods. |
## Related Buildings
Other Shrines:
- [Shrine of Ceres (Latium)](./shrine-of-ceres-latium.md)
- [Shrine of Cernunnos (Latium)](./shrine-of-cernunnos-latium.md)
- [Shrine of Epona (Latium)](./shrine-of-epona-latium.md)
- [Shrine of Mercury-Lugus (Latium)](./shrine-of-mercury-lugus-latium.md)
- [Shrine of Minerva (Latium)](./shrine-of-minerva-latium.md)
- [Shrine of Neptune (Latium)](./shrine-of-neptune-latium.md)
## Usage Patterns
Place near residential areas to provide population and prestige bonuses.
## Common Pitfalls
Requires faith unlock before construction.

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# Shrine of Mercury-Lugus (Latium)
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Region | Latium |
| Category | Shrine |
| Required Tier | [Equites](../population-tiers/tier-iii.md) |
| Dimensions | 3x3 (base), 4x4 (with roads) |
| Unlock Condition | Enough Faith |
## Description
Religious shrine dedicated to Mercury-Lugus, a syncretic deity combining the Roman god Mercury (god of commerce, communication, and travelers) with the Celtic god Lugus. Provides faith area effects to nearby residences.
## Costs
**Build Cost:** 100 gold, 5 Concrete
**Maintenance:** -16 gold
## Placement
| Requirement | Value |
|-------------|-------|
| Road Required | Unknown |
| Warehouse Required | Unknown |
## Production
**Input:** None
**Output:** None (Service building)
## Area Effects
| Effect | Value |
|--------|-------|
| Faith | +2 |
## Specialists
| Specialist | Effects |
|------------|---------|
| Brian of the Many Blessings | Shrines in range: +0.5 Happiness area effect, +0.5 Health area effect, +0.5 Fire Safety area effect, -25% Upkeep cost. Legendary bonus: Follows the correct amount of gods. |
## Related Buildings
Other Shrines:
- [Shrine of Ceres (Latium)](./shrine-of-ceres-latium.md)
- [Shrine of Cernunnos (Latium)](./shrine-of-cernunnos-latium.md)
- [Shrine of Epona (Latium)](./shrine-of-epona-latium.md)
- [Shrine of Mars (Latium)](./shrine-of-mars-latium.md)
- [Shrine of Minerva (Latium)](./shrine-of-minerva-latium.md)
- [Shrine of Neptune (Latium)](./shrine-of-neptune-latium.md)
Albion Variants:
- [Shrine of Mercury-Lugus (Albion)](./shrine-of-mercury-lugus-albion.md)
## Usage Patterns
Place near residential areas to provide faith bonuses.
## Common Pitfalls
Requires faith unlock before construction.

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# Shrine of Minerva (Latium)
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Region | Latium |
| Category | Shrine |
| Required Tier | [Equites](../population-tiers/tier-iii.md) |
| Dimensions | 3x3 (base), 4x4 (with roads) |
| Unlock Condition | Enough Faith |
## Description
Religious shrine dedicated to the Roman goddess Minerva, providing knowledge and prestige area effects.
## Costs
**Build Cost:** 100 gold, 5 Concrete
**Maintenance:** -16 gold
## Placement
| Requirement | Value |
|-------------|-------|
| Road Required | Unknown |
| Warehouse Required | Unknown |
## Production
**Input:** None
**Output:** None (Service building)
## Area Effects
| Effect | Value |
|--------|-------|
| Knowledge | +1 |
| Prestige | +1 |
## Specialists
| Specialist | Effects |
|------------|---------|
| Brian of the Many Blessings | Shrines in range: +0.5 Happiness, +0.5 Health, +0.5 Fire Safety area effects, -25% maintenance. Legendary bonus: Follows the correct amount of gods. |
## Related Buildings
Other Shrines:
- [Shrine of Ceres (Latium)](./shrine-of-ceres-latium.md)
- [Shrine of Cernunnos (Latium)](./shrine-of-cernunnos-latium.md)
- [Shrine of Epona (Latium)](./shrine-of-epona-latium.md)
- [Shrine of Mars (Latium)](./shrine-of-mars-latium.md)
- [Shrine of Mercury-Lugus (Latium)](./shrine-of-mercury-lugus-latium.md)
- [Shrine of Neptune (Latium)](./shrine-of-neptune-latium.md)
## Usage Patterns
Place near residential areas to provide knowledge and prestige bonuses.
## Common Pitfalls
Requires faith unlock before construction.

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# Shrine of Neptune (Latium)
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Region | Latium |
| Category | Shrine |
| Required Tier | [Equites](../population-tiers/tier-iii.md) |
| Dimensions | 3x3 (base), 4x4 (with roads) |
| Unlock Condition | Enough Faith |
## Description
Religious shrine dedicated to the Roman god Neptune, providing faith and fire safety area effects.
## Costs
**Build Cost:** 100 gold, 5 Concrete
**Maintenance:** -16 gold
## Placement
| Requirement | Value |
|-------------|-------|
| Road Required | Unknown |
| Warehouse Required | Unknown |
## Production
**Input:** None
**Output:** None (Service building)
## Area Effects
| Effect | Value |
|--------|-------|
| Faith | +1 |
| Fire Safety | +1 |
## Specialists
| Specialist | Effects |
|------------|---------|
| Brian the Multiply Blessed | Shrines in range: +0.5 Happiness, +0.5 Health, +0.5 Fire Safety area effects, -25% maintenance. Legendary bonus: Follows the correct number of gods. |
## Related Buildings
Other Shrines:
- [Shrine of Ceres (Latium)](./shrine-of-ceres-latium.md)
- [Shrine of Cernunnos (Latium)](./shrine-of-cernunnos-latium.md)
- [Shrine of Epona (Latium)](./shrine-of-epona-latium.md)
- [Shrine of Mars (Latium)](./shrine-of-mars-latium.md)
- [Shrine of Mercury-Lugus (Latium)](./shrine-of-mercury-lugus-latium.md)
- [Shrine of Minerva (Latium)](./shrine-of-minerva-latium.md)
- [Shrine of Neptune (Albion)](./shrine-of-neptune-albion.md)
## Usage Patterns
Place near residential areas to provide faith and fire safety bonuses.
## Common Pitfalls
Requires faith unlock before construction.

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# Siege Workshop (Latium)
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Region | Latium |
| Category | Recruitment Building |
| Required Tier | [Equites (Tier III)](../population-tiers/tier-iii.md) |
| Dimensions | 7x10 (base), 10x14 (with roads) |
## Description
A military recruitment building that trains siege units for your army. Available in the Latium region at the Equites population tier.
## Costs
**Build Cost:** 2500 Gold, 5 Timber, 5 Bricks, 5 Concrete
**Maintenance:** -25 Gold, -20 Equites
## Placement
| Requirement | Value |
|-------------|-------|
| Road Required | Yes |
| Warehouse Required | Yes |
## Production
**Input:** None
**Output:** Siege units (Military recruitment)
## Specialists
| Specialist | Rarity | Effects |
|------------|--------|---------|
| [Enlister](../specialists/enlister.md) | Common | Recruitment Building in range: Troop recruitment speed +50% |
| [Adroit Assembler](../specialists/adroit-assembler.md) | Rare | Siege Workshop in range: Troop recruitment speed +100%, Troop recruitment cost -20% |
| [Hasdrubal, Pedagogic Authority](../specialists/hasdrubal-pedagogic-authority.md) | Epic | Recruitment Building in range: Troop recruitment speed +100%, Troop recruitment cost -25%, Hitpoints +25% |
## Related Buildings
Other Recruitment Buildings:
- [Siege Workshop (Albion)](./siege-workshop-albion.md)
- [Equitum Campus (Latium)](./equitum-campus-latium.md)
- [Equitum Campus (Albion)](./equitum-campus-albion.md)
- [Barracks (Latium)](./barracks-latium.md)
- [Barracks (Albion)](./barracks-albion.md)
## Usage Patterns
Place this building when you need to recruit siege units for military campaigns. Requires Equites-tier population and substantial construction resources including Concrete.
## Common Pitfalls
- High maintenance cost of 20 Equites workforce
- Requires Concrete which is an advanced building material
- Large footprint of 7x10 tiles requires significant space planning

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# Tessera Works (Latium)
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Category | Production / Refinery |
| Region | Latium |
| Required Tier | [Tier IV - Patricians](../population-tiers/tier-iv.md) |
| Cycle Time | 2:00 |
| Dimensions | 8x8 (base), 11x11 (with effects) |
## Description
Produces Mosaics from Dyes and Clay, using Charcoal as fuel.
## Costs
**Build Cost:** 1 Timber, 4 Bricks, 3 Concrete, 4 Marble
**Maintenance:** -30 gold/min, 14 Patricians workers
## Area Effects
| Effect | Value |
|--------|-------|
| Prestige | +2 |
| Fire Safety | -2 |
## Placement
| Requirement | Value |
|-------------|-------|
| Road Required | Yes |
| Warehouse Required | Yes |
| Constraints | None special |
## Production
**Input:** Dyes, Clay, Charcoal (fuel)
**Output:** [Mosaics](../goods/mosaics.md)
## Related Specialists
### Epic
- **Tillus Memmianus, Multi-Faceted Tesselator** (Culture)
- Tessera Works in range: Happiness area effect +1.5
- Also improves: Tessera Works
## Related Refinery Buildings
- [Concrete Mixer (Albion)](./concrete-mixer-albion.md)
- [Concrete Mixer (Latium)](./concrete-mixer-latium.md)
- [Granite Cutter (Albion)](./granite-cutter-albion.md)
- [Clay Workshop (Albion)](./clay-workshop-albion.md)
- [Marble Mason (Latium)](./marble-mason-latium.md)
- [Sawmill (Albion)](./sawmill-albion.md)
- [Sawmill (Latium)](./sawmill-latium.md)
- [Brick Factory (Albion)](./brick-factory-albion.md)
- [Brick Factory (Latium)](./brick-factory-latium.md)

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# Tiler (Albion)
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Category | Production / Refinery |
| Region | Albion |
| Required Tier | [Tier III - Mercators](../population-tiers/tier-iii.md) |
| Cycle Time | 1:00 |
| Dimensions | 4x5 (base), 6x7 (with effects) |
## Description
Processes Clay into Tiles using Charcoal as fuel.
## Costs
**Build Cost:** 3 Timber
**Maintenance:** -12 gold/min, 4 Waders workers
## Area Effects
| Effect | Value |
|--------|-------|
| Fire Safety | -2 |
## Placement
| Requirement | Value |
|-------------|-------|
| Road Required | Yes |
| Warehouse Required | Yes |
| Constraints | None special |
## Production
**Input:** Clay, Charcoal (fuel)
**Output:** [Tiles](../goods/tiles.md)
## Related Specialists
### Rare
- **Leonine Ceramicist** (Military)
- Tilers in range: Fire Safety area effect +1
## Related Refinery Buildings
- [Tiler (Latium)](./tiler-latium.md)
- [Concrete Mixer (Albion)](./concrete-mixer-albion.md)
- [Concrete Mixer (Latium)](./concrete-mixer-latium.md)
- [Granite Cutter (Albion)](./granite-cutter-albion.md)
- [Clay Works (Albion)](./clay-works-albion.md)
- [Marble Mason (Latium)](./marble-mason-latium.md)
- [Mosaic Maker (Latium)](./mosaic-maker-latium.md)
- [Sawmill (Albion)](./sawmill-albion.md)
- [Sawmill (Latium)](./sawmill-latium.md)

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# Trading Pier (Latium)
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Region | Latium |
| Category | Harbour Building |
| Required Tier | [Plebeians](../population-tiers/tier-ii.md) |
| Dimensions | 6x9 (base), 8x13 (with roads) |
## Description
Harbour building for trading ships. Must be unlocked via the skill tree. Requires placement in a harbour area.
## Costs
**Build Cost:** 1000 Coins, 20 Planks, 15 Bricks
**Maintenance:** -26 gold, 12 Liberti workers
## Placement
| Requirement | Value |
|-------------|-------|
| Constraints | Harbour Area required |
| Skill Tree | Must be unlocked |
## Specialists
Specialists can be assigned to enhance Trading Pier functionality.
## Related Buildings
- [Depot (Albion)](./depot-albion.md)
- [Depot (Latium)](./depot-latium.md)
- [Trading Quay (Albion)](./trading-quay-albion.md)
- [Repair Crane (Albion)](./repair-crane-albion.md)
- [Repair Crane (Latium)](./repair-crane-latium.md)
- [Shipyard (Albion)](./shipyard-albion.md)
- [Shipyard (Latium)](./shipyard-latium.md)

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# Vigiles (Latium)
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Region | Latium |
| Category | City Watch |
| Required Tier | [Plebeians](../population-tiers/tier-ii.md) |
| Dimensions | 4x5 (base), 6x7 (with roads) |
## Description
Vigiles serve as the fire watch and emergency responders in Latium. This building provides fire safety area effects to nearby residences and supports patrol units that help maintain order.
## Costs
**Build Cost:** 750 Gold, 5 Planks, 5 Bricks
**Maintenance:** -6 Gold, -4 Liberti
## Placement
| Requirement | Value |
|-------------|-------|
| Road Required | Yes |
| Warehouse Required | Yes |
## Production
**Input:** None
**Output:** None (Service building)
## Area Effects
| Effect | Value |
|--------|-------|
| Fire Safety | +2 |
## Specialists
| Specialist | Rarity | Type | Effects |
|------------|--------|------|---------|
| Publius Quintus, Amphipraetorian | Epic | Finance | City Watches in range: Income area effect +1, Workforce needed -25%, Available patrols +1. Improves: Custodia, Medici, Vigiles |
| Confident Vigilo | Rare | Military | Vigiles in range: Fire Safety area effect +1. Improves: Vigiles |
| Pyrrhos of Epirus, Ekpyrotic Architect | Epic | Religion | Vigiles in range: Belief area effect +1, Available patrols +1, Rebuild time -35%. Improves: Vigiles |
| Tiarnan Tine, the Fire-Forged | Legendary | Military | Vigiles in range: Fire Safety area effect +1, Available patrols +2. Legendary bonus: Diplomacy with Syracus. Improves: Vigiles |
| Faustus Silvius Lupicinus, Apparitor Rationibus | Legendary | Finance | City Watches in range: Income area effect +3, Prestige area effect +1, Upkeep cost -25%. Legendary bonus: At least 75 reputation with the Emperor. Improves: Custodia, Medici, Vigiles |
| Vexillarius | Common | Military | Vigiles in range: Available patrols +1. Improves: Vigiles |
| Divergent Factor | Rare | Economic | City Watches in range: Workforce needed -25%, Upkeep cost -50%, Run by Plebeian Workforce instead of Liberti Workforce. Improves: Custodia, Medici, Vigiles |
| Alarming Signaller | Rare | Military | Vigiles in range: Fire Safety +30, Available patrols +1. Improves: Vigiles |
## Related Buildings
Other City Watch Buildings:
- [Custodes (Albion)](./custodes-albion.md)
- [Custodia (Latium)](./custodia-latium.md)
- [Medici (Albion)](./medici-albion.md)
- [Medici (Latium)](./medici-latium.md)
- [Vigiles (Albion)](./vigiles-albion.md)
## Usage Patterns
Place Vigiles near residential areas to provide fire safety bonuses. The patrols help maintain public order and respond to fires. Consider placing specialists to enhance fire safety effects or reduce maintenance costs.
## Common Pitfalls
- Requires Liberti workforce for maintenance, not Plebeian workforce (unless using Divergent Factor specialist)
- Larger footprint than other amenity buildings (4x5 base)

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# Villa of the Praetor (Latium)
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Category | Specialist Building |
| Region | Latium |
| Required Tier | [Plebeians (Tier II)](../population-tiers/tier-ii.md) |
| Construction Time | Instant |
## Description
Governor Villa that houses specialists who provide bonuses to nearby buildings. This is the higher-tier specialist building for Latium, offering enhanced specialist capacity and area effects.
## Costs
**Build Cost:** 1000 Gold, 25 Timber, 5 Bricks
**Maintenance:** -50 gold/min
## Area Effects
- +1 Prestige
## Placement
| Requirement | Value |
|-------------|-------|
| Dimensions | 9x11 (base), 13x16 (with roads) |
| Road Required | Yes |
| Warehouse Required | Yes |
## Specialists
Houses specialists that can be assigned to modify production or service buildings. As a Governor Villa, it provides more specialist slots than the standard Officium.
## Related Buildings
- [Officium (Latium)](./officium-latium.md) - Lower-tier specialist building
- [Villa of the Praetor (Albion)](./villa-des-praetors-albion.md) - Albion variant
- [Officium (Albion)](./officium-albion.md) - Albion lower-tier variant

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# Warehouse (Latium)
**Category:** Infrastructure
**Region:** Latium
## Description
Central storage building for Latium islands. Carts deliver goods from production buildings or pick them up here. The warehouse can be upgraded multiple times, with each upgrade increasing the number of loading docks. Upgrades must first be unlocked in the skill tree.
## Stats
| Property | Value |
|----------|-------|
| Dimensions | 6x6 / 8x8 (upgraded) |
| Build Cost | 50 Coins, 2 Planks |
| Maintenance | 6 Coins, 4 Liberti |
## Upgrades
### Improved Warehouse (Tier 1)
- **Unlock:** Warehouse Organisation skill
- **Build Cost:** 250 Income, 25 Timber, 5 Tiles
- **Maintenance:** 9 Coins, 6 Liberti
- **Effect:** +2 loading docks
### Stately Warehouse (Tier 2)
- **Unlock:** Warehouse Refinement skill
- **Build Cost:** 500 Income, 50 Timber, 15 Tiles, 5 Concrete
- **Maintenance:** 14 Coins, 10 Liberti
- **Effect:** 6 loading docks total
## Specialists
| Specialist | Rarity | Type | Effects |
|------------|--------|------|---------|
| Wareholder | Common | Military | Trading Posts, Warehouses and Depot in range: Hitpoints +50%, Self-repair speed +100% |
| Reappraising Codifier | Rare | Economy | Warehouses in Latium in range: Workforce -25%, Maintenance -50%, Uses Plebeian workforce instead of Liberti |
## Placement
- Road connection required for goods transport
- Functions as distribution hub for production buildings
## Related Buildings
- [Warehouse (Albion)](./warehouse-albion.md)
- [Kontor (Latium)](./kontor-latium.md)
- [Depot](./depot.md)

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# Watchtower (Latium)
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Region | Latium |
| Category | Amenities |
| Required Tier | [Plebeians (Tier II)](../population-tiers/tier-ii.md) |
| Dimensions | 2x2 (base), 3x3 (with roads) |
| Unlock Condition | Skill tree research required |
## Description
Watchtower providing happiness area effect to nearby residences.
## Costs
**Build Cost:** 500 Gold, 2 Timber, 2 Bricks
**Maintenance:** -5 gold, -3 Liberti
## Placement
| Requirement | Value |
|-------------|-------|
| Road Required | Yes |
| Warehouse Required | Yes |
## Production
**Input:** None
**Output:** None (Service building)
## Area Effects
| Effect | Value |
|--------|-------|
| Happiness | +1 |
## Specialists
| Specialist | Effects |
|------------|---------|
| [Lucia Sophus, Imperial Occultist](../specialists/lucia-sophus-imperial-occultist.md) | City Watches in range: Belief area effect +3, Knowledge area effect -1, Upkeep cost -20%. Legendary bonus: Serve your Emperor faithfully. |
## Related Buildings
Other Amenities:
- [Well (Latium)](./well-latium.md)
- [Latrine (Latium)](./latrine-latium.md)
- [Watchtower (Albion)](./watchtower-albion.md)
- [Well (Albion)](./well-albion.md)
- [Latrine (Albion)](./latrine-albion.md)
## Usage Patterns
Place near residential areas to provide happiness bonuses. Requires skill tree unlock before construction.
## Common Pitfalls
Must be unlocked via skill tree before it can be built.

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# Weaponsmith (Latium)
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Region | Latium |
| Category | Production / Armoury |
| Required Tier | [Tier II - Plebeians](../population-tiers/tier-ii.md) |
| Cycle Time | 1:30 (90 seconds) |
| Dimensions | 4x4 (6x6 with area effects) |
## Description
The Weaponsmith forges iron into weapons using charcoal as fuel. This building is essential for military production and becomes available at the Plebeians population tier.
## Costs
**Build Cost:** 1 Timber, 3 Bricks
**Maintenance:** -16 gold/min, 5 Plebeians workers
## Area Effects
| Effect | Value |
|--------|-------|
| Fire Safety | +1 |
## Placement
| Requirement | Value |
|-------------|-------|
| Road Required | Yes |
| Warehouse Required | Yes |
## Production
**Input:** [Iron](../goods/iron.md), [Charcoal](../goods/charcoal.md) (fuel)
**Output:** [Weapons](../goods/weapons.md)
## Production Chain
Part of the Weapons production chain:
- [Iron Mine (Latium)](./iron-mine-latium.md) produces Iron Ore
- [Furnace (Latium)](./furnace-latium.md) smelts Iron Ore into Iron
- Weaponsmith forges Iron into Weapons (using Charcoal as fuel)
## Related Specialists
### Legendary
| Specialist | Type | Effects |
|------------|------|---------|
| Favillus, Survivor of Sands and Sandals | Economic | Smelters and Armouries: +35% Productivity, +35% Fuel efficiency, +1 Fire Safety. Legendary bonus: Dedicate island to Mars |
| Aun, Proselyte of Mars Loucetius | Religion | Armouries: +10% Productivity, +35% Fuel efficiency, +1.5 Belief, -25% Upkeep. Legendary bonus: Be at war |
| Zorsines, Sarmatian Swordshaper | Economic | Armouries: +30% Productivity, +1t every 10 cycles, +25% Fuel efficiency. Legendary bonus: Own 10+ Praetorian Cavalry |
### Rare
| Specialist | Type | Effects |
|------------|------|---------|
| Unerring Bladeworker | Culture | Weaponsmiths: +1 Happiness area effect |
| Hephaestian Polysmith | Military | Armouries: -33% Workforce, -66% Upkeep |
| Laconic Swordsmith | Military | Weapons Chain: +20% Productivity (Iron Mine, Furnace, Weaponsmith) |
## Related Buildings
- [Armourer (Latium)](./armourer-latium.md) - Also in the Armoury category
- [Weaponsmith (Albion)](./weaponsmith-albion.md) - Albion variant
- [Armourer (Albion)](./armourer-albion.md) - Albion Armoury building
- [Furnace (Latium)](./furnace-latium.md) - Produces Iron input

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# Well (Latium)
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Region | Latium |
| Category | Amenities |
| Required Tier | [Plebeians (Tier II)](../population-tiers/tier-ii.md) |
| Dimensions | 2x2 (base), 3x3 (with roads) |
| Unlock Condition | Skill tree research required |
## Description
Well providing fire safety area effect to nearby residences in the Latium region.
## Costs
**Build Cost:** 250 Gold, 2 Planks, 2 Bricks
**Maintenance:** -3 gold, -2 Liberti
## Placement
| Requirement | Value |
|-------------|-------|
| Road Required | Yes |
| Warehouse Required | Yes |
## Production
**Input:** None
**Output:** None (Service building)
## Area Effects
| Effect | Value |
|--------|-------|
| Fire Safety | +1 |
## Specialists
| Specialist | Effects |
|------------|---------|
| [Lucia Sophus, Imperial Occultist](../specialists/lucia-sophus-imperial-occultist.md) | City Watches in range: Belief area effect +3, Knowledge area effect -1, Upkeep cost -20%. Legendary bonus: Serve your Emperor faithfully. |
## Related Buildings
Other Amenities:
- [Latrine (Latium)](./latrine-latium.md)
- [Watchtower (Latium)](./watchtower-latium.md)
- [Well (Albion)](./well-albion.md)
- [Latrine (Albion)](./latrine-albion.md)
- [Watchtower (Albion)](./watchtower-albion.md)
## Usage Patterns
Place near residential areas to provide fire safety bonuses. Requires skill tree unlock before construction.
## Common Pitfalls
Must be unlocked via skill tree before it can be built.

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# Woodcutter (Albion)
**Entity Type:** Building
## Properties
| Field | Value |
|-------|-------|
| Region | Albion |
| Category | Forest Camp |
| Required Tier | Waders |
| Cycle Time | 0:30 |
| Dimensions | 3x3 (base), 4x4 (with area) |
## Description
The Woodcutter building in the Albion region produces Wood (Holz). It requires a Forest Area to be built and belongs to the Forest Camp category.
## Costs
**Build Cost:** 100 Gold
**Maintenance:** -4 Gold, -3 Waders
## Placement
| Requirement | Value |
|-------------|-------|
| Road Required | Yes |
| Warehouse Required | Yes |
| Constraints | Forest Area required |
## Production
**Input:** None (Forest Area)
**Output:** Wood
## Specialists
The following specialists can improve this building:
### Axle Wheeler
- **Rarity:** Rare
- **Type:** Finance Specialist
- **Effect:** Chariots Chain in range: Productivity +20%
- **Improves:** Chassis Builder, Woodcutter, Horsecatcher, Reed Gatherer, Chariot Workshop
### Lamellary Armourer
- **Rarity:** Rare
- **Type:** Military Specialist
- **Effect:** Armour Chain in range: Productivity +20%
- **Improves:** Iron Mine, Tannery, Woodcutter, Furnace, Armourer, Salt Ponds, Pig Farm
### Sceilg, Eremitic Reductionist
- **Rarity:** Legendary
- **Type:** Economic Specialist
- **Effect:** Forest Camps in range: Productivity +30%, Required area -30%, Additional 1t every 10 cycles
- **Legendary Bonus:** Have less than 2,000 residents on your island
- **Improves:** Resin Trapper, Woodcutter, Charcoal Burner, Sandarac Nursery
## Related Buildings
Other Forest Camp buildings:
- Resin Trapper (Albion)
- Resin Trapper (Latium)
- Woodcutter (Latium)
- Charcoal Burner (Albion)
- Charcoal Burner (Latium)
- Sandarac Nursery (Latium)
## See Also
- [Wood](../goods/wood.md)

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- [Mackerel](./mackerel.md) - Input for Garum
- [Salt](./salt.md) - Input for Garum
### 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
### Intermediate Products
Processed materials used as inputs for other production chains.
- [Iron](./iron.md) - Input for Armor and Weapons
### 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
- [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)
### Clothing / Fashion
Goods that satisfy population clothing needs.

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# Armor
**Entity Type:** Good
## Properties
| Field | Value |
|-------|-------|
| Category | Construction Material |
| Purchase Price | 120 Denarii |
| Selling Price | 48 Denarii |
| Available From | Plebeians, Smiths, Mercators |
## Production
**Produced By:**
- [Armorer (Albion)](../buildings/armorer-albion.md)
- [Armorer (Latium)](../buildings/armorer-latium.md)
## Notes
Armor is a construction material used in military building construction.

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# Coal
**Entity Type:** Good
## Properties
| Field | Value |
|-------|-------|
| Category | Raw Material |
| Used For | Input (various production) |
| Purchase Price | 8 Denarii |
| Selling Price | 3 Denarii |
| Available From | Plebeians, Smiths, Mercators |
## Production
**Produced By:**
- [Charcoal Burner (Latium)](../buildings/charcoal-burner-latium.md)
- [Charcoal Burner (Albion)](../buildings/charcoal-burner-albion.md)
**Consumed By:**
- Various production buildings requiring fuel

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# Granite Blocks
**Entity Type:** Good
## Properties
| Field | Value |
|-------|-------|
| Category | Raw Material |
| Used For | Construction material |
| Purchase Price | 12 Denarii |
| Selling Price | 4 Denarii |
| Available From | Elders |
## Production
**Produced By:**
- [Granite Quarry (Albion)](../buildings/granite-quarry-albion.md)
**Consumed By:**
- [Granite Cutter (Albion)](../buildings/granite-cutter-albion.md)

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# Granite
**Entity Type:** Good
## Properties
| Field | Value |
|-------|-------|
| Category | Construction Material |
| Purchase Price | 76 Dinars |
| Selling Price | 30 Dinars |
| Available From | Elders (Albion) |
## Production
**Produced By:** Granite Cutter (Albion)
## Related Goods
Other Construction Materials:
- [Concrete](./concrete.md)
- [Timber](./timber.md)
- [Wattle and Daub](./wattle-and-daub.md)
- [Marble](./marble.md)
- [Mosaics](./mosaics.md)
- [Armor](./armor.md)
- [Sails](./sails.md)
- [Ropes](./ropes.md)
- [Weapons](./weapons.md)
- [Tiles](./tiles.md)

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# Iron Ore
**Entity Type:** Good
## Properties
| Field | Value |
|-------|-------|
| Category | Raw Material |
| Used For | Input (Iron production) |
| Purchase Price | 10 Denarii |
| Selling Price | 4 Denarii |
| Available From | Plebeians, Smiths, Mercators |
## Production
**Produced By:**
- [Iron Mine (Albion)](../buildings/iron-mine-albion.md)
- [Iron Mine (Latium)](../buildings/iron-mine-latium.md)
**Consumed By:**
- [Furnace (Albion)](../buildings/furnace-albion.md)
- [Furnace (Latium)](../buildings/furnace-latium.md)

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# Iron
**Entity Type:** Good
## Properties
| Field | Value |
|-------|-------|
| Category | Intermediate Product |
| Purchase Price | 26 Denarii |
| Selling Price | 10 Denarii |
| Available From | Plebeians, Smiths, Mercators |
## Production
**Produced By:**
- [Furnace (Albion)](../buildings/furnace-albion.md)
- [Furnace (Latium)](../buildings/furnace-latium.md)
## Usage
**Required By:**
- [Armorer (Albion)](../buildings/armorer-albion.md)
- [Weaponsmith (Albion)](../buildings/weaponsmith-albion.md)
- [Armorer (Latium)](../buildings/armorer-latium.md)
- [Weaponsmith (Latium)](../buildings/weaponsmith-latium.md)
## Notes
Iron is an intermediate product used to manufacture armor and weapons. It is produced by smelting iron ore in furnaces and is available once you reach the Plebeians (Latium), Smiths (Albion), or Mercators population tier.

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# Mosaics
**Entity Type:** Good
## Properties
| Field | Value |
|-------|-------|
| Category | Construction Material |
| Purchase Price | 178 Denarii |
| Selling Price | 71 Denarii |
| Available From | Patricians |
## Production
**Produced By:**
- [Mosaic Maker (Latium)](../buildings/mosaic-maker-latium.md)
## Notes
Mosaics is a construction material available starting from the Patricians population tier.

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# Ropes
**Entity Type:** Good
## Properties
| Field | Value |
|-------|-------|
| Category | Construction Material |
| Purchase Price | 48 Denarii |
| Selling Price | 19 Denarii |
| Available From | Plebeians, Smiths, Mercators |
## Production
**Produced By:**
- [Ropemaker (Albion)](../buildings/ropemaker-albion.md)
- [Ropemaker (Latium)](../buildings/ropemaker-latium.md)
**Consumed By:**
- [Shipyard (Albion)](../buildings/shipyard-albion.md)
- [Shipyard (Latium)](../buildings/shipyard-latium.md)
## Notes
Ropes is a construction material used in ship construction at shipyards.

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# Sails
**Entity Type:** Good
## Properties
| Field | Value |
|-------|-------|
| Category | Construction Material |
| Purchase Price | 40 Denarii |
| Selling Price | 16 Denarii |
| Available From | Plebeians, Smiths, Mercators |
## Production
**Produced By:**
- [Sailmaker (Albion)](../buildings/sailmaker-albion.md)
- [Sailmaker (Latium)](../buildings/sailmaker-latium.md)
## Usage
**Required By:**
- [Shipyard (Albion)](../buildings/shipyard-albion.md)
- [Shipyard (Latium)](../buildings/shipyard-latium.md)
## Notes
Sails is a construction material used in shipbuilding.

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# Wattle & Daub
**Entity Type:** Good
## Properties
| Field | Value |
|-------|-------|
| Category | Construction Material |
| Purchase Price | 36 Denarii |
| Selling Price | 14 Denarii |
| Available From | Smiths |
| Region | Albion |
## Production
**Produced By:** Wattle Workshop (Albion)
## Related Goods
Other construction materials:
- [Concrete](./concrete.md)
- [Timber](./timber.md)
- [Granite](./granite.md)
- [Marble](./marble.md)
- [Mosaics](./mosaics.md)
- [Tiles](./tiles.md)

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# Weapons
**Entity Type:** Good
## Properties
| Field | Value |
|-------|-------|
| Category | Construction Material |
| Purchase Price | 74 Denarii |
| Selling Price | 29 Denarii |
| Available From | Plebeians, Smiths, Mercators |
## Production
**Produced By:**
- [Weaponsmith (Albion)](../buildings/weaponsmith-albion.md)
- [Weaponsmith (Latium)](../buildings/weaponsmith-latium.md)
## Notes
Weapons is a construction material used in military building construction.

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## Known Specialists
- [Leonine Potter](./leonine-potter.md) - Rare, Military category, +1 fire safety area effect for Brickworks
- [Lepidius Exoratus, Polylithologe](./lepidius-exoratus-polylithologe.md) - Epic, Civil Society category, +1.5 prestige area effect for Mineral Quarries
- [Letztes-Wort-Wattiss](./letztes-wort-wattiss.md) - Rare, Research category, +1.2 knowledge for Residential buildings
- [Muleteer](./muleteer.md) - Common, Finance category, +10% productivity for Tunic chain (Hemp Farms, Spinning Mills)
- [Renaturierer](./renaturierer.md) - Common, Economy category, -25% workforce and changes workforce type from Waders to Smiths for Herb Gardens and Barley Farms
- [Rhea Proserpina, Dis Mater](./rhea-proserpina-dis-mater.md) - Epic, Finance category, -40% workforce, -80% maintenance for Mines and Quarries
- [Rope Twister](./rope-twister.md) - Common, Economy category, +10% productivity for Ropemakers
- [Saturnian Smelter](./saturnian-smelter.md) - Rare, Religion category, +20% productivity for Fibulae chain
- [Sceilg, Eremitic Reductionist](./sceilg-eremitscher-reduktionist.md) - Legendary, Economy category, +30% productivity, -30% area for Forest Lodges
- [Schlammsucherin](./schlammsucherin.md) - Common, Economy category, +10% productivity for Eel Catchers
- [Schweineflusterer](./schweineflusterer.md) - Epic, Culture category, +35% productivity for Sausage Chain buildings
- [Segler](./segler.md) - Common, Economy category, +10% productivity for Sails chain
- [Senchaid Sciatharglan](./senchaid-sciatharglan.md) - Legendary, Military category, +3 ranged attack, +45% HP, +80% self-repair for Gates
- [Standhafte Hafenwache](./standhafte-hafenwache.md) - Rare, Military category, +25% ship repair speed, +1 simultaneous repairs, +25% HP for Repair Cranes
- [Steadfast Harbor Guard](./steadfast-harbor-guard.md) - Rare, Military category, +25% ship repair speed, +1 simultaneous repairs, +25% hit points for Repair Cranes
- [Teigwahrsager](./teigwahrsager.md) - Common, Economy category, +10% productivity for Bread Chain
- [Tirechan Ua Aergol](./tirechan-ua-aergol.md) - Epic, Civil Society category, -40% workforce, -80% maintenance for Plantations
- [Titus Faber, Master of Tasks](./titus-faber.md) - Epic, Economy category, +25% workforce from Liberti residences
- [Traubenstampferin (Grape Stomper)](./traubenstampferin.md) - Rare, Religion category, +20% productivity for Winemakers and Wine Chain
- [Troucotouto, Subiudex](./troucotouto-subiudex.md) - Unique, Economy category, +30% workforce, -1 satisfaction for Liberti/Waders residences
- [Tuechtiger Schmied (Diligent Smith)](./tuechtiger-schmied.md) - Rare, Economy category, +30% workforce from Smiths residences
- [Tullus Caecilius Cornutus](./tullus-caecilius-cornutus.md) - Epic, Nature category, -40% workforce, -80% maintenance for Arable Farms
- [Uassoro, der Moorgeist](./uassoro-der-moorgeist.md) - Epic, Economy category, +25% workforce from Wader residences
- [Uiscarix, Hygiean Fishmonger](./uiscarix.md) - Epic, Finance category, +1.5 income area effect for fisheries
- [Vengeful Villica](./vengeful-villica.md) - Rare, Military category, +25% attack range, +1 ranged attack, +20% attack speed for Gates
## Common Effect Types

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# Muleteer
**Entity Type:** Specialist
## Properties
| Field | Value |
|-------|-------|
| Rarity | Common |
| Category | Finance |
| Slot Type | Specialist |
| Scope | Chain: Tunics in range |
## Effects
| Effect Type | Target | Value | Scope |
|------------|--------|-------|-------|
| Productivity | Tunic chain buildings | +10% | Radius-based |
## Improves Buildings
- [Hemp Farm (Albion)](../buildings/hemp-farm-albion.md)
- [Hemp Farm (Latium)](../buildings/hemp-farm-latium.md)
- [Spinning Mill (Albion)](../buildings/spinning-mill-albion.md)
- [Spinning Mill (Latium)](../buildings/spinning-mill-latium.md)
## Source
All Traders
## Stack Rules
Unknown
## Usage Patterns
Slot into a Villa or Officium covering Hemp Farms and Spinning Mills to boost productivity in the Tunic production chain.
## Common Pitfalls
Misplaced radius leads to zero value; only affects Tunic chain buildings in range.

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# Renaturierer
**Entity Type:** Specialist
## Properties
| Field | Value |
|-------|-------|
| Rarity | Common |
| Category | Economy |
| Slot Type | Specialist |
| Scope | Herb Gardens and Barley Farm in range |
## Effects
| Effect Type | Target | Value | Scope |
|------------|--------|-------|-------|
| Workforce Needed | Herb Garden, Barley Farm | -25% | Radius-based |
| Workforce Type | Herb Garden, Barley Farm | Smiths instead of Waders | Radius-based |
## Improves Buildings
- [Barley Farm (Albion)](../buildings/barley-farm-albion.md)
- [Herb Garden (Albion)](../buildings/herb-garden-albion.md)
## Source
Albion Trader
## Stack Rules
Unknown
## Usage Patterns
Slot into a Villa or Officium covering Herb Gardens and Barley Farms to reduce workforce requirements and change the workforce type from Waders to Smiths.
## Common Pitfalls
Misplaced radius leads to zero value; only affects Herb Gardens and Barley Farms in range.

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# Rhea Proserpina, Dis Mater
**Entity Type:** Specialist
## Properties
| Field | Value |
|-------|-------|
| Rarity | Epic |
| Category | Finance |
| Slot Type | Specialist |
| Scope | Mines and Quarries in range |
## Effects
| Effect Type | Target | Value | Scope |
|------------|--------|-------|-------|
| Workforce Required | Mines and Quarries | -40% | Radius-based |
| Maintenance Costs | Mines and Quarries | -80% | Radius-based |
## Improves Buildings
- [Iron Mine (Albion)](../buildings/iron-mine-albion.md)
- [Iron Mine (Latium)](../buildings/iron-mine-latium.md)
- [Gold Panner (Latium)](../buildings/gold-panner-latium.md)
- [Copper Mine (Albion)](../buildings/copper-mine-albion.md)
- [Sand Refinery (Albion)](../buildings/sand-refinery-albion.md)
- [Sand Refinery (Latium)](../buildings/sand-refinery-latium.md)
- [Clay Dryer (Albion)](../buildings/clay-dryer-albion.md)
- [Silver Mine (Albion)](../buildings/silver-mine-albion.md)
- [Tin Mine (Albion)](../buildings/tin-mine-albion.md)
## Source
All Traders
## Stack Rules
Unknown
## Usage Patterns
Slot into a Villa or Officium covering mines and quarries to dramatically reduce both workforce requirements and maintenance costs. The -80% maintenance reduction makes this specialist extremely valuable for cost optimization of mining operations.
## Common Pitfalls
Misplaced radius leads to zero value; only affects mines and quarries within the Villa or Officium range.

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# Rope Twister
**Entity Type:** Specialist
## Properties
| Field | Value |
|-------|-------|
| Rarity | Common |
| Category | Economy |
| Slot Type | Specialist |
| Scope | Ropemaker and Chain: Ropes in range |
## Effects
| Effect Type | Target | Value | Scope |
|------------|--------|-------|-------|
| Productivity | Ropemaker | +10% | Radius-based |
## Improves Buildings
- [Ropemaker (Albion)](../buildings/ropemaker-albion.md)
- [Ropemaker (Latium)](../buildings/ropemaker-latium.md)
## Source
All Traders
## Stack Rules
Unknown
## Usage Patterns
Slot into a building covering Ropemakers to boost productivity of rope production.
## Common Pitfalls
Only affects Ropemakers within range; placement matters for maximizing the productivity bonus.

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# Saturnian Smelter
**Entity Type:** Specialist
## Properties
| Field | Value |
|-------|-------|
| Rarity | Rare |
| Category | Religion |
| Slot Type | Specialist |
| Scope | Chain: Fibulae in range |
## Effects
| Effect Type | Target | Value | Scope |
|------------|--------|-------|-------|
| Productivity | Chain: Fibulae | +20% | Radius-based |
## Improves Buildings
- [Fibularium (Albion)](../buildings/fibularium-albion.md)
- [Silver Mine (Albion)](../buildings/silver-mine-albion.md)
- [Silversmith (Albion)](../buildings/silversmith-albion.md)
## Source
Albion Trader
## Stack Rules
Unknown
## Usage Patterns
Slot into a Villa or Officium covering Fibulae production buildings to boost productivity by 20%.
## Common Pitfalls
Misplaced radius leads to zero value; only affects Fibulae chain buildings (Fibularium, Silver Mine, Silversmith) in range.

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# Sceilg, Eremitic Reductionist
**Entity Type:** Specialist
## Properties
| Field | Value |
|-------|-------|
| Rarity | Legendary |
| Category | Economy |
| Slot Type | Specialist |
| Scope | Forest Lodge in range |
## Effects
| Effect Type | Target | Value | Scope |
|------------|--------|-------|-------|
| Productivity | Forest Lodge | +30% | Radius-based |
| Required Area | Forest Lodge | -30% | Radius-based |
| Bonus Goods | Forest Lodge | +1t every 10 cycles | Radius-based |
## Unlock Condition
To unlock the legendary bonus, you must meet the following condition:
- Have fewer than 2,500 residents on the island.
## Improves Buildings
- [Resin Tapper (Albion)](../buildings/resin-tapper-albion.md)
- [Resin Tapper (Latium)](../buildings/resin-tapper-latium.md)
- [Lumberjack (Albion)](../buildings/lumberjack-albion.md)
- [Lumberjack (Latium)](../buildings/lumberjack-latium.md)
- [Charcoal Burner (Albion)](../buildings/charcoal-burner-albion.md)
- [Charcoal Burner (Latium)](../buildings/charcoal-burner-latium.md)
- [Sandarac Tree Nursery (Latium)](../buildings/sandarac-tree-nursery-latium.md)
## Source
All Traders
## Stack Rules
Unknown
## Usage Patterns
Slot into a Villa or Officium covering forest-based production buildings to significantly boost their productivity while reducing their footprint. The bonus goods provide additional output every 10 production cycles.
## Common Pitfalls
- The unlock condition requires keeping island population below 2,500, which may conflict with expansion goals.
- Misplaced radius leads to zero value; only affects Forest Lodge buildings in range.

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# Schlammsucherin
**Entity Type:** Specialist
## Properties
| Field | Value |
|-------|-------|
| Rarity | Common |
| Category | Economy |
| Slot Type | Specialist |
| Scope | Chain: Eel in range |
## Effects
| Effect Type | Target | Value | Scope |
|------------|--------|-------|-------|
| Productivity | Eel Catcher | +10% | Radius-based |
## Improves Buildings
- [Eel Catcher (Albion)](../buildings/eel-catcher-albion.md)
## Source
Albion Trader
## Stack Rules
Unknown
## Usage Patterns
Slot into a Villa or Officium covering Eel Catchers to boost productivity.
## Common Pitfalls
Misplaced radius leads to zero value; only affects Eel Catchers in range.

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# Schweineflusterer
**Entity Type:** Specialist
## Properties
| Field | Value |
|-------|-------|
| Rarity | Epic |
| Category | Culture |
| Slot Type | Specialist |
| Scope | Sausage Chain in range |
## Effects
| Effect Type | Target | Value | Scope |
|------------|--------|-------|-------|
| Productivity | Sausage Chain | +35% | Radius-based |
## Improves Buildings
- [Herb Garden (Albion)](../buildings/herb-garden-albion.md)
- [Salsicium (Albion)](../buildings/salsicium-albion.md)
## Source
Albion Trader
## Stack Rules
Unknown
## Usage Patterns
Slot into a Villa or Officium covering Herb Gardens and Salsicium buildings to boost sausage production chain productivity by 35%.
## Common Pitfalls
Misplaced radius leads to zero value; only affects Sausage Chain buildings (Herb Garden, Salsicium) in range.

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# Segler (Sailor)
**Entity Type:** Specialist
## Properties
| Field | Value |
|-------|-------|
| Rarity | Common |
| Category | Economy |
| Slot Type | Specialist |
| Scope | Sailmaker and Chain: Sails in range |
## Effects
| Effect Type | Target | Value | Scope |
|------------|--------|-------|-------|
| Productivity | Sailmaker and Sails production chain | +10% | Radius-based |
## Improves Buildings
- [Hemp Farm (Albion)](../buildings/hemp-farm-albion.md)
- [Hemp Farm (Latium)](../buildings/hemp-farm-latium.md)
- [Sailmaker (Albion)](../buildings/sailmaker-albion.md)
- [Sailmaker (Latium)](../buildings/sailmaker-latium.md)
## Source
All Traders
## Stack Rules
Unknown
## Usage Patterns
Slot into a building covering Hemp Farms and Sailmakers to boost productivity of the entire Sails production chain.
## Common Pitfalls
Only affects buildings in range; ensure proper placement to maximize coverage of Hemp Farms and Sailmakers.

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# Senchaid Sciatharglan, Embedded Weapon Shield
**Entity Type:** Specialist
## Properties
| Field | Value |
|-------|-------|
| Rarity | Legendary |
| Category | Military |
| Slot Type | Specialist |
| Scope | Gates in range |
## Effects
| Effect Type | Target | Value | Scope |
|------------|--------|-------|-------|
| Ranged Attack | Gates | +3 | Radius-based |
| Hit Points | Gates | +45% | Radius-based |
| Self-Repair Speed | Gates | +80% | Radius-based |
## Unlock Condition
Wants to challenge the Emperor to combat.
## Source
All Traders
## Stack Rules
Unknown
## Usage Patterns
Slot into a Villa or Officium covering Gates to boost ranged attack, hit points, and self-repair speed of defensive structures.
## Common Pitfalls
Misplaced radius leads to zero value; only affects Gates in range.

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# Standhafte Hafenwache (Steadfast Harbor Guard)
**Entity Type:** Specialist
## Properties
| Field | Value |
|-------|-------|
| Rarity | Rare |
| Category | Military |
| Slot Type | Specialist |
| Scope | Repair Crane in range |
## Effects
| Effect Type | Target | Value | Scope |
|------------|--------|-------|-------|
| Ship Repair Speed | Repair Crane | +25% | Radius-based |
| Simultaneous Repairs | Repair Crane | +1 | Radius-based |
| Hit Points | Repair Crane | +25% | Radius-based |
## Improves Buildings
- Repair Crane (Albion)
- Repair Crane (Latium)
## Source
All Traders
## Stack Rules
Unknown
## Usage Patterns
Slot into a Villa or Officium covering Repair Cranes to boost ship repair capabilities and crane durability.
## Common Pitfalls
Misplaced radius leads to zero value; only affects Repair Cranes in range.

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# Steadfast Harbor Guard
**Entity Type:** Specialist
## Properties
| Field | Value |
|-------|-------|
| Rarity | Rare |
| Category | Military |
| Slot Type | Specialist |
| Scope | Repair Crane in range |
## Effects
| Effect Type | Target | Value | Scope |
|------------|--------|-------|-------|
| Ship Repair Speed | Repair Crane | +25% | Radius-based |
| Simultaneous Repairs | Repair Crane | +1 | Radius-based |
| Hit Points | Repair Crane | +25% | Radius-based |
## Improves Buildings
- [Repair Crane (Latium)](../buildings/repair-crane-latium.md)
- [Repair Crane (Albion)](../buildings/repair-crane-albion.md)
## Source
All Traders
## Stack Rules
Unknown
## Usage Patterns
Slot into a Villa or Officium covering Repair Cranes to boost ship repair capabilities and crane durability.
## Common Pitfalls
Misplaced radius leads to zero value; only affects Repair Cranes in range.

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# Teigwahrsager
**Entity Type:** Specialist
## Properties
| Field | Value |
|-------|-------|
| Rarity | Common |
| Category | Economy |
| Slot Type | Specialist |
| Scope | Bread Chain in range |
## Effects
| Effect Type | Target | Value | Scope |
|------------|--------|-------|-------|
| Productivity | Bread Chain | +10% | Radius-based |
## Improves Buildings
- Bakery (Albion)
- Bakery (Latium)
- Donkey Mill (Albion)
- Grain Mill (Latium)
- Wheat Farm (Albion)
- Wheat Farm (Latium)
## Source
All Traders
## Stack Rules
Unknown
## Usage Patterns
Slot into a Villa or Officium covering bread production buildings to boost productivity across the entire bread chain.
## Common Pitfalls
Only affects Bread Chain buildings within radius. Ensure proper placement to maximize coverage of bakeries, mills, and wheat farms.

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# Tirechan Ua Aergol, Tireless Plower
**Entity Type:** Specialist
## Properties
| Field | Value |
|-------|-------|
| Rarity | Epic |
| Category | Civil Society |
| Slot Type | Specialist |
| Scope | Plantations in range |
## Effects
| Effect Type | Target | Value | Scope |
|------------|--------|-------|-------|
| Workforce Required | Plantations | -40% | Radius-based |
| Maintenance Costs | Plantations | -80% | Radius-based |
## Improves Buildings
- Dye Woad Plant (Albion)
- Herb Garden (Albion)
- Lavendula Farm (Latium)
- Olive Grower (Latium)
- Winery (Albion)
- Winery (Latium)
## Source
All Traders
## Stack Rules
Unknown
## Usage Patterns
Slot into a Villa or Officium covering plantation buildings to significantly reduce workforce requirements and maintenance costs.
## Common Pitfalls
Misplaced radius leads to zero value; only affects plantations in range.

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# Titus Faber, Meister der Aufgaben (Master of Tasks)
**Entity Type:** Specialist
## Properties
| Field | Value |
|-------|-------|
| Rarity | Epic |
| Category | Economy |
| Slot Type | Specialist |
| Scope | Liberti in range |
## Effects
| Effect Type | Target | Value | Scope |
|------------|--------|-------|-------|
| Workforce from Residents | Residence | +25% | Radius-based |
## Improves Buildings
- Residence (Albion)
- Residence (Latium)
## Source
Latium Trader
## Stack Rules
Unknown
## Usage Patterns
Slot into a Villa or Officium covering Liberti residences to boost workforce output from residents by 25%.
## Common Pitfalls
Misplaced radius leads to zero value; only affects Liberti residences in range.

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# Traubenstampferin (Grape Stomper)
**Entity Type:** Specialist
## Properties
| Field | Value |
|-------|-------|
| Rarity | Rare |
| Category | Religion |
| Slot Type | Specialist |
| Scope | Winemakers and Wine Chain in range |
## Effects
| Effect Type | Target | Value | Scope |
|------------|--------|-------|-------|
| Productivity | Winemakers and Wine Chain | +20% | Radius-based |
## Improves Buildings
- [Beehive (Albion)](../buildings/beehive-albion.md)
- [Beehive (Latium)](../buildings/beehive-latium.md)
- [Vineyard (Albion)](../buildings/vineyard-albion.md)
- [Winemaker (Albion)](../buildings/winemaker-albion.md)
- [Winemaker (Latium)](../buildings/winemaker-latium.md)
## Source
Latium Trader
## Stack Rules
Unknown
## Usage Patterns
Slot into a Villa or Officium covering wine production buildings to boost productivity by 20%.
## Common Pitfalls
Misplaced radius leads to zero value; only affects Winemakers and Wine Chain buildings in range.

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# Troucotouto, Enterwerfender Subiudex
**Entity Type:** Specialist
## Properties
| Field | Value |
|-------|-------|
| Rarity | Unique |
| Category | Economy |
| Slot Type | Specialist |
| Scope | Liberti and Waders Residences in range |
## Effects
| Effect Type | Target | Value | Scope |
|------------|--------|-------|-------|
| Workforce from Residents | Residence | +30% | Radius-based |
| Satisfaction | Residence | -1 | Radius-based |
## Unlock Condition
Respects no one except Calidus.
## Improves Buildings
- Residence (Albion)
- Residence (Latium)
## Source
Hall of Fame
## Stack Rules
Unknown
## Usage Patterns
Slot into a Villa or Officium covering Liberti or Waders residences to boost workforce output at the cost of reduced satisfaction.
## Common Pitfalls
The satisfaction penalty (-1) must be offset by other means. Only affects Liberti and Waders residences within the radius.

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# Tuechtiger Schmied (Diligent Smith)
**Entity Type:** Specialist
## Properties
| Field | Value |
|-------|-------|
| Rarity | Rare |
| Category | Economy |
| Slot Type | Specialist |
| Scope | Smiths in range |
## Effects
| Effect Type | Target | Value | Scope |
|------------|--------|-------|-------|
| Workforce from Residents | Residence | +30% | Radius-based |
## Improves Buildings
- Residence (Albion)
- Residence (Latium)
## Source
Albion Trader
## Stack Rules
Unknown
## Usage Patterns
Slot into a Villa or Officium covering residential areas with Smiths nearby to boost workforce generated by inhabitants.
## Common Pitfalls
Requires Smiths within the radius to activate the effect; misplaced without nearby Smiths leads to zero value.

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# Tullus Caecilius Cornutus, Arvalbruder des Insitors
**Entity Type:** Specialist
## Properties
| Field | Value |
|-------|-------|
| Rarity | Epic |
| Category | Nature |
| Slot Type | Specialist |
| Scope | Arable Farms in range |
## Effects
| Effect Type | Target | Value | Scope |
|------------|--------|-------|-------|
| Workforce Required | Arable Farms | -40% | Radius-based |
| Maintenance Costs | Arable Farms | -80% | Radius-based |
## Improves Buildings
- Flax Farm (Albion)
- Flax Farm (Latium)
- Barley Farm (Albion)
- Oat Farm (Latium)
- Hemp Farm (Albion)
- Hemp Farm (Latium)
- Wheat Farm (Albion)
- Wheat Farm (Latium)
## Source
All Traders
## Stack Rules
Unknown
## Usage Patterns
Slot into a Villa or Officium covering arable farms to significantly reduce workforce requirements and maintenance costs. Extremely effective for large agricultural operations.
## Common Pitfalls
Misplaced radius leads to zero value; only affects arable farms in range.

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# Uassoro, der Moorgeist
**Entity Type:** Specialist
## Properties
| Field | Value |
|-------|-------|
| Rarity | Epic |
| Category | Economy |
| Slot Type | Specialist |
| Scope | Waders in range |
## Effects
| Effect Type | Target | Value | Scope |
|------------|--------|-------|-------|
| Workforce from Residents | Residence | +25% | Radius-based |
## Improves Buildings
- Residence (Albion)
## Source
Albion Trader
## Stack Rules
Unknown
## Usage Patterns
Slot into a Villa or Officium covering Wader residences to boost workforce output from residents within range.
## Common Pitfalls
Misplaced radius leads to zero value; only affects Wader residential buildings in range.

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# Vengeful Villica
**Entity Type:** Specialist
## Properties
| Field | Value |
|-------|-------|
| Rarity | Rare |
| Category | Military |
| Slot Type | Specialist |
| Scope | Gates in range |
## Effects
| Effect Type | Target | Value | Scope |
|------------|--------|-------|-------|
| Attack Range | Gates | +25% | Radius-based |
| Ranged Attack | Gates | +1 | Radius-based |
| Attack Speed | Gates | +20% | Radius-based |
## Improves Buildings
- Gates
## Source
All Traders
## Stack Rules
Unknown
## Usage Patterns
Slot into a Villa or Officium covering Gates to boost their combat effectiveness with increased attack range, ranged attack power, and attack speed.
## Common Pitfalls
Misplaced radius leads to zero value; only affects Gates in range.