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Read processed.md, find next 5 pending files (marked `- [ ]`) diff --git a/docs/guides/_index.md b/docs/guides/_index.md new file mode 100644 index 0000000..37f8571 --- /dev/null +++ b/docs/guides/_index.md @@ -0,0 +1,24 @@ +# Guides + +Strategy guides and decision-making help for Anno 117: Pax Romana. + +## Overview + +This section contains guides that help players make important decisions, understand game mechanics, and optimize their gameplay experience. + +## Available Guides + +- [Campaign Mission Checklist](./campaign-missions.md) - Complete walkthrough of all 7 campaign missions +- [Beginner's Guide: City Building Tips and Tricks](./beginners-guide.md) - Essential tips for new players +- [Albion vs Latium](./albion-vs-latium.md) - Choosing your starting province +- [Celtic vs Romanized Population in Albion](./celtic-vs-roman-albion.md) - Population path comparison for Albion +- [Brutus vs Gaius: Gemini in the Rough](./brutus-vs-gaius.md) - Early game specialist choice guide +- [Starting City Layouts](./starting-city-layouts.md) - Early game city planning for Latium and Albion + +## Guide Categories + +| Category | Description | +|----------|-------------| +| Decision Guides | Help with important choices that affect gameplay | +| Strategy Guides | Tips and tactics for city building and expansion | +| Event Guides | Walkthroughs for in-game events and quests | diff --git a/docs/guides/albion-vs-latium.md b/docs/guides/albion-vs-latium.md new file mode 100644 index 0000000..e2dd86a --- /dev/null +++ b/docs/guides/albion-vs-latium.md @@ -0,0 +1,120 @@ +# Albion vs Latium: Choosing Your Starting Province + +One of the first choices in Sandbox mode is whether to begin in Latium or Albion. This decision significantly affects your early game experience and difficulty level. + +## Quick Comparison + +| Aspect | Latium | Albion | +|--------|--------|--------| +| Island Size | Larger | Smaller | +| Progression | Linear (one path) | Branching (Celtic or Roman) | +| City Management | Harder (larger cities) | Easier (smaller cities) | +| Knowledge Access | Easier | More difficult | +| Citizen Needs | Simpler | More complex | + +## Starting in Latium + +Latium features larger islands with wide open spaces, making it easier to build sprawling cities with large populations. + +### Population Progression + +Latium has a single linear progression path: +1. **Tier I:** Liberti +2. **Tier II:** Plebeians +3. **Tier III:** Equites +4. **Tier IV:** Patricians + +### Latium Pros + +- **Larger Islands** - More room for city expansion +- **Linear Progression** - Single citizen upgrade path is easier to follow +- **Easier Needs** - Meeting citizen needs is more straightforward +- **Better Knowledge Access** - Technologies are easier to unlock + +### Latium Cons + +- **Health/Happiness/Fire Management** - Larger cities are harder to keep safe and happy +- **Cross-Province Dependencies** - Some fertilities only exist in Albion +- **Technology Limitations** - Some technologies require settling in Albion + +### Latium Features + +- At Tier IV (Patrician), you can build an **Amphitheatre** - a major monument requiring resources from across Latium +- Occasional attacks from the raider **Syracus** + +## Starting in Albion + +Albion has smaller islands with narrow buildable corridors between mountains and swamps, requiring more careful space optimization. + +### Population Progression + +Albion offers a choice between two paths: + +**Celtic Path:** +1. **Tier I:** Waders +2. **Tier II:** Smiths +3. **Tier III:** Elders + +**Roman Path:** +1. **Tier I:** Waders +2. **Tier II:** Mercators +3. **Tier III:** Nobles + +### Albion Pros + +- **Easier City Management** - Smaller cities are simpler to manage for Health, Happiness, and Fire Safety +- **Two Progression Paths** - Choice between Celtic and Roman citizenship +- **Exclusive Technologies** - Both paths unlock unique tech trees +- **Cheaper Settlement** - Lower cost to settle new islands + +### Albion Cons + +- **Smaller Islands** - Limited space requires optimization +- **Complex Needs** - More difficult to meet citizen requirements +- **Harder Knowledge Access** - Technologies are more difficult to unlock +- **Roman Path Challenge** - Romanized citizens (Mercators/Nobles) require goods only produced in Latium + +### Path Consequences + +- **Celtic Path (Smiths/Elders):** Increases reputation with raider Voada, may decrease Emperor reputation. Goods are native to Albion, making supply chains easier. +- **Roman Path (Mercators/Nobles):** Requires importing goods from Latium, making early game resource management challenging. + +## Recommendation + +| Player Type | Recommended Province | +|-------------|---------------------| +| Beginners | Latium | +| Peaceful city builders | Latium | +| Players wanting large cities | Latium | +| Challenge seekers | Albion | +| Min-maxers | Albion | +| Players wanting more choices | Albion | + +## Unlocking the Other Province + +Once you reach **Tier III citizens**, you unlock the ability to settle the other province: +- **Latium:** Requires Equites +- **Albion:** Requires Elders (Celtic) or Nobles (Roman) + +### What Carries Over + +- All technological discoveries +- Building unlocks + +### What Does Not Carry Over + +- Province-specific building progression must be restarted + +## Keyboard Shortcut + +Once you have settlements in both provinces, use **1/2 on the Number Pad** to quickly swap between Latium and Albion. + +## Related Guides + +- [Celtic vs Roman Population in Albion](./celtic-vs-roman-albion.md) - Detailed breakdown of Albion's population paths +- [Starting City Layouts](./starting-city-layouts.md) - Optimal layouts for your first city + +## See Also + +- [Population Tiers](../population-tiers/_index.md) +- [Fertility Guide](../systems/fertility.md) diff --git a/docs/guides/beginners-guide.md b/docs/guides/beginners-guide.md new file mode 100644 index 0000000..523dad2 --- /dev/null +++ b/docs/guides/beginners-guide.md @@ -0,0 +1,291 @@ +# Anno 117 Beginner's Guide: City Building Tips and Tricks + +A comprehensive guide for new players starting their journey in Anno 117: Pax Romana. While the campaign serves as an extended tutorial, sandbox mode requires more self-directed learning. This guide covers essential concepts for building a successful empire. + +## Table of Contents + +- [Warehouses](#build-and-upgrade-warehouses) +- [Building Radii and Attributes](#use-building-radii-to-maximize-attributes) +- [Public Service Range](#extend-your-public-service-range) +- [Expanding to New Islands](#expand-for-whats-missing) +- [Essential Tools](#relocate-buildings-instead-of-deleting-them) +- [Resource Management](#check-your-resources) +- [Production Efficiency](#pay-attention-to-efficiency) +- [Naval Forces](#build-a-strong-navy) +- [Specialists](#specialize-specialize-specialize) +- [Choices and Events](#choices-matter) +- [Hall of Fame](#hall-of-fame-unlocks) +- [Latium vs Albion](#latium-vs-albion) + +--- + +## Build and Upgrade Warehouses + +Warehouses are the lifeblood of your supply chain. They function as pickup and drop-off points for resources and connect any buildings on the same road to your Trading Post or Governor's Villa. + +### Key Points + +- Warehouses are essential for expanding your city beyond the shore +- When Warehouses become overloaded, build additional ones or upgrade existing ones +- Research **Warehouse Organization** and **Warehouse Refinement** discoveries to unlock upgrades + +### Warehouse Upgrade Costs + +| Upgrade Cost | Maintenance Cost | Loading Ramps | +|--------------|------------------|---------------| +| 250 Denarii, 25 Timber, 5 Tiles | -12 Denarii/min, 10 Liberti/Waders | 4 | +| 500 Denarii, 50 Timber, 15 Tiles (+5 Concrete in Latium) | -20 Denarii/min, 15 Liberti/Waders | 6 | + +### Tips + +- **Epona's Exaltation:** The "Great Mare's Stride" allows Logistics carts to travel 30% further +- Warehouses can connect buildings to your Trading Post or Villa without roads, useful for tight spaces +- However, bonuses travel along roads and cannot transfer through a Warehouse - use roads when possible + +--- + +## Use Building Radii to Maximize Attributes + +Many buildings provide positive or negative attributes in a radius around them: + +| Icon | Meaning | +|------|---------| +| Green up arrow | Positive attributes | +| Red down arrow | Negative attributes | +| Green/red diamond | Both positive and negative | + +### Positive Attribute Buildings + +Production buildings like the **Spinner**, **Pileus Felter**, **Sandal Maker**, and **Lavender Farm** provide positive attributes: +- Income +- Population +- Knowledge +- Belief +- Prestige +- Health +- Happiness +- Fire Safety + +**Strategy:** Place these buildings near clusters of houses to maximize bonuses. + +### Negative Attribute Buildings + +Buildings like the **Charcoal Burner**, **Pig Farm**, and **Renderer** inflict negative attributes. + +**Strategy:** Place these buildings away from residential areas to avoid incidents like fire, disease, or unrest. + +--- + +## Extend Your Public Service Range + +Public service buildings provide bonuses to a number of buildings along the road. These are crucial for meeting citizen needs. + +### Road Upgrades + +Upgrading your roads significantly extends the effective range of public services: + +| Road Type | Effect | +|-----------|--------| +| Dirt Roads | Base range | +| Paved Roads | Extended range | +| Marble Roads | Maximum range | + +**Important:** As your city's status increases, so do attribute penalties. Public services are your front line in keeping citizens happy, healthy, and safe from fire. + +--- + +## Expand for What's Missing + +Your initial island should satisfy Liberti or Waders, and may even meet Plebeian or Smith needs. Eventually, citizens will demand goods you cannot produce locally. + +### When to Settle New Islands + +Look for islands with fertilities you are missing. For example: + +**Island 1:** Mackerel, Lavender, Grapes, Oysters, Iron +**Island 2:** Resin, Olives, Flax, Iron, Gold + +Island 2 is an excellent settlement choice - its resources help meet Plebeian needs and begin satisfying Equites. + +**See Also:** [Fertility Guide](../systems/fertility.md) + +--- + +## Relocate Buildings (Instead of Deleting Them) + +City building can be messy. When you need to move buildings, use the **Relocate Tool (G)** instead of the **Demolish Tool (X)**. This preserves buildings and any citizens living there. + +### Quick Tips + +| Tip | Description | +|-----|-------------| +| Alt + Upgrade Tool | Downgrade buildings instead of upgrading | +| Planning Mode | Place blueprints for free, then upgrade when ready | +| Build Diagonally | Fit buildings into odd corners | +| Field Sharing | Some buildings can share field space (e.g., Apiaries with Lavender fields) | +| Spare Workers | Keep 20-30 spare workers for emergencies | + +**See Also:** [Starting City Layouts](./starting-city-layouts.md) + +--- + +## Check Your Resources + +Click your governor's profile to access the statistics menu. This shows: + +- **Green bars:** Production +- **White bars:** Demand +- **Arrows:** Stock rising, stable, or falling +- **Efficiency:** Production chain efficiency +- **Profitability:** Income from goods + +### Addressing Deficiencies + +1. Build more production on your current island +2. Settle a new island with needed fertilities +3. Trade with NPCs to purchase needed goods +4. Sell excess goods for profit + +**See Also:** [Trade Guide](../systems/trade-routes.md) + +--- + +## Pay Attention to Efficiency + +Early production chains use 1:1 ratios, but advanced chains become more complex. + +### Example: Tile Production + +| Building | Processing Time | Output | +|----------|-----------------|--------| +| Clay Pit | 0:30 | 1t Clay | +| Charcoal Burner | 0:30 | 1t Charcoal | +| Tiler | 1:00 | 1t Tiles | + +**Optimal Ratio:** 1 Clay Pit + 1 Charcoal Burner + 2 Tilers + +### Boosting Production + +1. **Specialists:** Socket specialists in your Villa for production bonuses +2. **Deities:** Worship compatible gods (e.g., **Ceres** boosts Bread, Porridge, Wine, Beer, and Olive Oil chains, plus +4 population to residences) +3. **Discoveries:** Research technologies that increase efficiency + +**Tip:** You can dedicate each island to a different god depending on your needs - embrace the power of Polytheism! + +**See Also:** [Production Ratio Guide](../production-chains/_index.md) + +--- + +## Build a Strong Navy + +Raiders are typically more annoying than threatening, but a strong navy provides significant advantages: + +### Benefits + +- Escort trading vessels +- Blockade pirate bases +- Defend against rival attacks +- Prevent troop landings during wars or rebellions + +**Strategy:** Park ships outside pirate bases to intercept enemy vessels before they can threaten your shores. + +--- + +## Specialize, Specialize, Specialize + +Specialists provide huge boosts to your empire. Socket them into the Governor's Villa on each island, then add more in an Officium. + +### Specialist Rarities + +| Rarity | Description | +|--------|-------------| +| Common | Minor bonuses | +| Rare | Moderate bonuses | +| Epic | Significant bonuses (e.g., Baker Augcrusta: +2 population to Plebeian, Equite, or Patrician housing when supplied with bread) | +| Legendary | Powerful, often unique effects | + +### Acquiring Specialists + +Visit these locations to buy and reroll specialists: +- Imperial Representative +- Valeria +- Manx's Ports + +**Note:** Higher Emperor standing = cheaper specialists and more reroll options. + +### Ship Captains + +Specialists can also be appointed as ship captains, providing additional bonuses to vessels. + +--- + +## Choices Matter + +Most events offer multiple choices with distinct outcomes. + +### Event Examples + +- **Gemini in the Rough:** Choose between hiring Brutus or Gaius as a specialist +- **Festivals:** Pay outright, contribute goods, or postpone + +### Emperor Reputation + +Choices can increase or decrease your reputation with the Emperor: + +| Reputation | Effects | +|------------|---------| +| Positive | Discounts at traders, more specialist reroll options, special privileges at 100 | +| Negative | Penalties when buying land, Emperor may send ships to attack at open rebellion | + +**Note:** The rebellion path may offer unique perks if you prevail in combat. + +**See Also:** [Brutus vs Gaius Guide](./brutus-vs-gaius.md) + +--- + +## Hall of Fame Unlocks + +Accolades and the Hall of Fame are more than achievements - they are a meta-progression system. + +### Unlocks Include + +- New technologies +- Legendary Specialists +- New gods +- Other perks available from the start of your city + +**Important:** Remember to spend your Fame to unlock these perks! + +**See Also:** [Hall of Fame and Accolades Guide](./hall-of-fame.md) + +--- + +## Latium vs Albion + +### Quick Summary + +| Province | Characteristics | +|----------|-----------------| +| Latium | Safe, spacious, beginner-friendly | +| Albion | Challenging, requires optimization | + +### Albion Population Paths + +When you reach Albion, choose between: + +| Path | Characteristics | +|------|-----------------| +| Celtic | Uses Albion-native resources, better relations with native NPCs, more Belief bonuses, may cause diplomatic friction with Empire | +| Roman | Requires Latium resources, pleases Emperor, may anger Voada and Scathach, provides more Knowledge | + +**See Also:** [Albion vs Latium Guide](./albion-vs-latium.md), [Celtic vs Roman Population Guide](./celtic-vs-roman-albion.md) + +--- + +## Related Guides + +- [Starting City Layouts](./starting-city-layouts.md) +- [Production Chains](../production-chains/_index.md) +- [Trade Routes](../systems/trade-routes.md) +- [Specialists](../specialists/_index.md) +- [Population Tiers](../population-tiers/_index.md) diff --git a/docs/guides/brutus-vs-gaius.md b/docs/guides/brutus-vs-gaius.md new file mode 100644 index 0000000..93657c7 --- /dev/null +++ b/docs/guides/brutus-vs-gaius.md @@ -0,0 +1,74 @@ +# Gemini in the Rough: Brutus vs Gaius + +An early-game event that introduces players to the Specialists system by offering a choice between two Epic-tier Specialists. + +## Overview + +**Event Name:** Gemini in the Rough +**Type:** Quest/Event +**Timing:** Early game +**Purpose:** Introduction to Specialists + +## The Event + +The "Gemini in the Rough" event presents players with a choice between two brothers, each offering different bonuses. The first step is to question the brothers and learn more about their abilities. + +### Outcomes + +1. **Hire Brutus** - Obtain Brutus Julius Lupus as a Specialist +2. **Hire Gaius** - Obtain Gaius Julius Lupus as a Specialist +3. **Flip a Coin** - Randomly receive one of the two Specialists + +## The Specialists + +### Brutus Julius Lupus, Pollux of Policies + +| Attribute | Value | +|-----------|-------| +| Rarity | Epic | +| Effect | +20% workforce from residences in range | +| Best For | Early game, resource-constrained situations | + +**Analysis:** Brutus increases the workforce provided by residences within his area of effect. The 20% boost is significant when you are resource-gated and struggling to expand your city. This makes him an excellent early game option, particularly on Normal difficulty. + +### Gaius Julius Lupus, Castor of Fortunes + +| Attribute | Value | +|-----------|-------| +| Rarity | Epic | +| Effect | +1.5 income to Market area of effect | +| Best For | Late game, income optimization | + +**Analysis:** Gaius adds income to your Market's area of effect, significantly increasing profits especially when you can overlap his effect radius with multiple Markets. Late game, you can spend millions of Denarii rolling for specialists, so generating more money provides more options. Technologies that extend Market range (via road or direct improvements) make Gaius even more valuable. + +## Recommendation + +### Choose Brutus (Recommended for Most Players) + +**Reasons:** +- Stronger impact in early game when workforce is limited +- Workforce-focused Specialists are rarer than income-focused ones +- Many late-game Specialists provide powerful income bonuses, making Gaius less unique +- Early game workforce boost helps establish your economy faster + +### Choose Gaius If: + +- You prefer long-term economic optimization +- You want to maximize late-game income generation +- You plan to heavily invest in Market coverage and road technologies + +## Summary + +| Factor | Brutus | Gaius | +|--------|--------|-------| +| Strength Timing | Early game | Late game | +| Effect Type | Workforce | Income | +| Rarity of Effect | Rare (few alternatives) | Common (many alternatives) | +| Difficulty Level | Better for Normal | Better for Expert players | + +**Bottom Line:** Brutus is the better choice for most players because workforce Specialists are harder to find, while income bonuses are available from many late-game Specialists. + +## Related + +- [Specialists](./../specialists/_index.md) - Full list of Specialists +- [Systems](./../systems/_index.md) - Game mechanics including Markets diff --git a/docs/guides/campaign-missions.md b/docs/guides/campaign-missions.md new file mode 100644 index 0000000..8a4312b --- /dev/null +++ b/docs/guides/campaign-missions.md @@ -0,0 +1,558 @@ +# Anno 117 Campaign Mission Checklist + +A complete walkthrough of the Anno 117: Pax Romana campaign, covering all 7 missions and their objectives. + +## Overview + +Anno 117: Pax Romana features a short campaign where you play as Marcus or Marcia, a new governor assigned to rebuild the ruined city of Ambrosia. The campaign serves as an extended tutorial, introducing core game concepts while telling a story of political intrigue and survival. + +**Total Missions:** 7 +**Region Coverage:** Latium (Missions I-III), Albion (Missions IV-VI), Return to Latium (Mission VII) + +## Campaign Tips + +### Navigating Objectives + +- **Quest Arrow:** Mouse over a quest objective and click the arrow to be shown the location, even if undiscovered +- **Help Panel:** Click the "i" at the top left of most tooltips to access detailed information about buildings and features + +### Understanding Choices + +Campaign events often present choices with different outcomes: +- **Story Choices:** Affect narrative but not city resources (e.g., Family Matters event) +- **Resource Choices:** Directly impact your city (e.g., Campaign Funds - accept for 10,000 Denarii or decline) + +--- + +## Mission I - A Curse Dispelled + +The opening mission introduces basic city-building mechanics in Latium. + +### Setting the Stage + +| Objective | Details | +|-----------|---------| +| Build 1 Woodcutter | Place in the forest | +| Build 1 Sawmill | Place in the forest | +| Connect with roads | Link buildings to your trading post | + +**Tip:** Click Timber to view your supply chain. + +### A Hopeful Return + +| Objective | Details | +|-----------|---------| +| Build 10 Liberti Residences | Connect everything with roads | + +**Tip:** Use Tools tab or press (G) to relocate or (X) to demolish misplaced buildings. + +### A Return to Something Lost + +| Objective | Details | +|-----------|---------| +| Reach 100% food needs for Liberti | Choose Sardines or Porridge | + +**Food Options:** +- **Sardines:** Fishing Hut on coast, connected by road +- **Porridge:** Oat Farm + Porridge Stand + +**Tip:** Build farms some distance away to leave room for settlement growth. + +### The People's Return + +| Objective | Details | +|-----------|---------| +| Attract 20 Liberti | Provide both food types for faster population growth | + +### Dinner with the Emperor + +| Objective | Details | +|-----------|---------| +| Await Imperial Barge | Wait for arrival | +| Dine with Emperor | Click the barge | + +**Note:** The sardines choice has no story impact, only humorous dialogue. + +### Finally, Transport + +| Objective | Details | +|-----------|---------| +| Sail to Juliana | Select flagship and sail to blue marker | + +### Juliana Gone Public + +| Objective | Details | +|-----------|---------| +| Meet 100% public service needs | Build Market or Tavern | + +- **Market:** Provides Population and Income +- **Tavern:** Provides Population and Happiness + +**Tip:** Markets help economy early; unrest isn't a major concern for small settlements. + +### Emperor's New Vestments + +| Objective | Details | +|-----------|---------| +| Reach 100% fashion needs for Liberti | Choose Tunics or Pilei | + +- **Tunics:** Hemp Farm + Spinner (more Income) +- **Pilei:** Sheep Farm + Pileus Felter (Income + Happiness mix) + +### Upgrade to Plebeians + +| Objective | Details | +|-----------|---------| +| Upgrade a residence | Costs 1 Lumber per house | + +Upgrade when all needs (green bar) are met. Exceeding needs (white bar) grants additional attributes. + +--- + +## Mission II - Julia's Birthday + +Introduces more complex production chains and new building types. + +### Governors are Versatile + +| Objective | Details | +|-----------|---------| +| Produce 3 Tiles | Requires Clay Pit + Charcoal Burner | + +**Production Setup:** +- Place Clay Pit in a river slot +- Place Charcoal Burner in wooded area (aim for 80 trees), away from housing + +**Production Ratios:** +- Clay Pit: 30s +- Charcoal Burner: 30s +- Tile Workshop: 1:00 + +**Tip:** Build 2 workshops - you'll need many tiles later. + +### Optional: Additional Food + +| Option | Buildings Required | Bonus | +|--------|-------------------|-------| +| Bread | Wheat Farm + Mill + Bakery | More population, Income bonus, increased fire risk | +| Garum | Salt Pits + Mackerel + Garum Press | Required later anyway | + +### Forgotten Grandeur + +| Objective | Details | +|-----------|---------| +| Build Grammaticus | Unlocks Knowledge and Discovery tree | +| Build Sanctuary | Unlocks Belief and Patron Deities | + +**Recommendation:** Build both near your Plebeians. + +### Stately Halls + +| Objective | Details | +|-----------|---------| +| Build Governor's Villa | Place near buildings for radius bonuses | + +**Tip:** Use Liberti workforce to clear ruins - find the Brazen Bull for later use. + +### Scholar Governor (Requires Grammaticus) + +| Objective | Details | +|-----------|---------| +| Begin researching a Discovery | Trading Post upgrade recommended | + +### Birthday Preparations + +| Objective | Details | +|-----------|---------| +| Reply to Emperor | Receive new tasks | + +### Festive Decorations + +| Objective | Details | +|-----------|---------| +| Sail to Lilybaion | Speak to Valeria at port | +| Collect drapes | Pick up the decorations | + +### A Vital Condiment - Garum Production + +| Building | Quantity | Production Time | +|----------|----------|-----------------| +| Salt Ponds | 1 | 30s per ton | +| Scomber's Shacks | 2 | 60s per ton each | +| Garum Works | 3 | 1:30 per ton | + +**Optimized Chain:** In 3:00 of gameplay: +- Salt Ponds: 6t Salt +- 2 Scomber's Shacks: 6t Mackerel total +- 3 Garum Works: Process into 6t Garum + +| Objective | Details | +|-----------|---------| +| Load 5t Garum on flagship | From your production | +| Deliver to Imperial Villa | Complete delivery | + +### To Cap it All Off + +| Objective | Details | +|-----------|---------| +| Deliver 20t Tiles to Villa Augusta | From your tile production | + +### Family Matters + +| Objective | Details | +|-----------|---------| +| Find Diana's Ship | Check Lilybaion harbor | +| Sail to Syrah | Red island on west side of map | +| Speak to Diana | Make your choice | + +**Choice Options:** +- **Cover for her:** Deliver a gift in her stead +- **Beg her to come:** Plead with Diana to attend + +**Story Impact:** If you bring Diana, she fights with the emperor and he has a heart attack. If you cover for her, the emperor is assassinated by a slave. + +### Celebrations Await + +| Objective | Details | +|-----------|---------| +| Return to Villa | Complete the mission | + +--- + +## Mission III - The Emperor is Dead + +Transition mission preparing for the journey to Albion. + +### A Time of Mourning + +| Objective | Details | +|-----------|---------| +| Attract 25 more Liberti | Build or upgrade houses | + +### Lighting the Pyre + +| Step | Action | +|------|--------| +| 1 | Visit Julia at Imperial Palace | +| 2 | Collect Lucius' Remains | +| 3 | Bring to Amphitheatre Ruins | +| 4 | Wait for Julia to arrive | +| 5 | Select Royal Pleasure Barge | +| 6 | Light the Pyre | + +### A Fitting Place of Rest + +| Objective | Quantity | +|-----------|----------| +| Build Trees | 5 | +| Build Flowers | 5 | +| Build Statues | 5 | + +Access ornaments via the tab left of build menu. Place anywhere in your city. + +### News From Rome + +| Objective | Details | +|-----------|---------| +| Return to Villa Augusta | Receive new instructions | + +### Turning in the Badge + +| Objective | Details | +|-----------|---------| +| Return Flagship to Calidus | His camp is in the east | + +**Warning:** Don't delay too long - he becomes increasingly angry. + +### Shipped off to Albion + +| Objective | Details | +|-----------|---------| +| Build Shipyard | Unlocks ship construction | +| Set up Rope production | Required for ships | +| Set up Sails production | Required for ships | +| Build Penteconter | Your new vessel | + +### Exile + +| Step | Action | +|------|--------| +| 1 | Pick up your elephant from Calidus | +| 2 | Stock ship with goods (50x Timber recommended) | +| 3 | Meet escort fleet in the mists | + +--- + +## Mission IV - The Deep End + +Beginning of the Albion arc with new population tiers. + +### Choosing an Island + +| Factor | Left Island | Right Island | +|--------|-------------|--------------| +| Size | Slightly smaller | Slightly larger | +| Special | - | Small Birds (valued by Romanized Nobles) | + +**Note:** Fertility differences don't matter until Tier 3 citizens. + +### Accept or Decline Calidus' Funds (Optional) + +| Choice | Result | +|--------|--------| +| Accept | Gain 10,000 Denarii | +| Decline | No funds, no consequences | + +### Frontiertown + +| Objective | Details | +|-----------|---------| +| Attract 50 Waders | Albion equivalent to Liberti | + +**Food Options:** +- Eel Catcher +- Cockle Gatherer + +**Service Options:** +- Market +- Bardic Hearth + +| Objective | Details | +|-----------|---------| +| Reach 100% Fashion needs | Reed Gatherer + Shoe Weaver, OR Hemp Farm + Spinner | +| Attract Smiths or Mercators | Celtic or Romanized path | + +**Path Choice:** +- **Celtic (Smiths):** Easier for peaceful campaign route +- **Romanized (Mercators):** More Knowledge options, better for military approach + +### An Illusion of Security + +| Step | Action | +|------|--------| +| 1 | Sail to Procurator's Trading Post | +| 2 | Speak with Procurator | +| 3 | Scout Carraig Mohr with Manx | +| 4 | Follow Manx to Voada's Hill Fort | + +### The Servian Fleet (Optional) + +| Objective | Details | +|-----------|---------| +| Find 3 Shipwrecks | Click flotsam to gather resources | +| Rewards | Timber, Weapons, and other resources | + +### Turning up the Old Trousers + +| Objective | Details | +|-----------|---------| +| Produce 15 Tiles | Uses Mud Drier (1:30 processing time) instead of Clay Pit | + +### Prepare for the Worst + +| Objective | Details | +|-----------|---------| +| Build Barracks | Unlocks military units | +| Set up weapon production | Copper + Charcoal Burner + Smith + Forge | +| Recruit 1 Auxilia or Archer | Melee or ranged unit | + +**Unit Comparison:** +- **Auxilia:** Stronger close combat +- **Archer:** Hit-and-run tactics, damage from behind walls + +**Tip:** Build both if you have enough Denarii and idle Waders. + +Speak to Procurator to advance to Mission V. + +--- + +## Mission V - Imperial Visit + +Defending against an ambush while building up your settlement. + +### Frontiertown (Part 2) + +| Objective | Details | +|-----------|---------| +| Build Governor's Villa | Central command building | + +### Prepare for the Worst (Part 2) + +| Objective | Quantity | +|-----------|----------| +| Recruit Soldiers | As needed | +| Place Trees | 10 | +| Place Flowers | 10 | +| Place Statues | 10 | +| Stock Bread | 10t | + +### Answer Ben-Baalion's Request + +| Objective | Details | +|-----------|---------| +| Select Villa | Discuss decorations, review choice consequences | + +### Fortify the City (Optional) + +The emperor's visit is a trap to lure Voada into attacking! + +| Objective | Details | +|-----------|---------| +| Build 2 Archer Towers | Defensive structures | +| Consider walls/gates | Additional fortifications | + +**Tip:** Build extra Wader housing in case combat damages infrastructure. + +### Ambushed! + +| Objective | Details | +|-----------|---------| +| Defeat Voada's Forces | 1 unit Axe Bearers + 3 Hordes | +| Speak with Procurator | Learn diplomacy options | + +--- + +## Mission VI - The Voada Problem + +Choose between military conquest or diplomatic resolution. + +### Choose Your Path + +| Path | Objective | +|------|-----------| +| Military | Destroy Voada's Hall of Chiefs + 80% of defenses | +| Diplomatic | Complete diplomatic quests for ceasefire | + +### Military Path + +#### Sabotage the Scathach (Optional) + +| Objective | Details | +|-----------|---------| +| Destroy 3 Supply Fleets | Build fleet of 3-4 ships | +| Destroy 3 island outposts | Kill stationed soldiers | + +### Diplomatic Path + +#### The Roots of our Ancestors + +| Step | Action | +|------|--------| +| 1 | Settle small forested island in middle of province | +| 2 | Choose: Fell the ancient oak OR Build a Fanum | + +| Choice | Result | Requirement | +|--------|--------|-------------| +| Fell the Oak | Angers Voada, leads to war | 5t Wine | +| Build Fanum | Moves closer to Celts, peaceful path | 5t Pigs (sacrifice) | + +#### The Lost Cohort + +| Step | Action | +|------|--------| +| 1 | Investigate island in north-east (bring 1 land troop) | +| 2 | Find Alderman's 5 horses (zoom in and click each) | +| 3 | Enter Gorge to locate standard | +| 4 | Learn fate of lost legion | +| 5 | Decide their fate | + +#### Celtic Captives + +| Step | Action | +|------|--------| +| 1 | Speak to Procurator about prisoners | +| 2 | Find Voada's Brother in cells | +| 3 | Pretend to buy him "for labor" | +| 4 | Deliver 20t Eels to Procurator | +| 5 | Decide Aodhan's fate | + +**Fate Options:** +- **Return to Voada:** Completes peaceful path if followed diplomatic route +- **Free him:** Release without returning +- **Keep as servant:** Evil choice, makes peace harder + +### Making Allies (Optional) + +| Step | Action | +|------|--------| +| 1 | Sail to Athr's Harbor, speak to him (be polite!) | +| 2 | Return when summoned | +| 3 | Complete Arthurian Quest: Bring a strange, majestic beast | +| 4 | Use the Brazen Bull from Ambrosia ruins! | +| **Reward** | Athr's Jolly Knights (special cavalry unit) | + +### Secure the Limes (Optional) + +| Objective | Details | +|-----------|---------| +| Build Shipyard | Naval construction | +| Raise City Status | Progress requirements | +| Attract Nobles or Elders | Upgrade from Mercators or Smiths | + +#### Secure your Capital + +| Objective | Quantity | +|-----------|----------| +| Build Walls | 100 | +| Build Gates | 2 | +| Military Force | 3 units | + +**Note:** This objective is resource-intensive; consider skipping. + +### Lucius' Old Friends + +| Objective | Details | +|-----------|---------| +| Locate 3 tax collectors | Use quest arrow | +| Deal with them | Resolve the embezzlement | + +### Paying your Dues + +| Option | Result | +|--------|--------| +| Pay 50,000 | Full payment | +| Pay 25,000 | Half payment | +| Ask for more time | Delay | +| Refuse to pay | No confirmed consequences | + +--- + +## Mission VII - A Homecoming Ovation + +The final mission returning to Latium. + +### Farewell Albion + +| Step | Action | +|------|--------| +| 1 | Visit Procurator | +| 2 | Sail to Quinquireme to depart | +| 3 | Tour Juliana and enjoy the festival | + +### Freedom + +| Step | Action | +|------|--------| +| 1 | Sail to Calidus' Camp | +| 2 | Choose your reward | + +### Final Reward Options + +| Choice | Reward | +|--------|--------| +| Ship Worthy of Conquerors | Powerful Quinquireme with no maintenance costs | +| Great Riches | 100,000 Denarii | +| Personal Favor | Free Ben (your loyal companion) | + +### End and Beginning + +Campaign complete! You unlock **Free Build Mode** to continue developing your empire. + +--- + +## Related Guides + +- [Production Ratio Guide](./../systems/production-ratios.md) - Optimize your production chains +- [Supply Chains](./../production-chains/_index.md) - Understanding production chains +- [Celtic vs Romanized Population](./albion-vs-latium.md) - Choosing your path in Albion +- [How to Settle New Cities](./../systems/settling-cities.md) - Expansion guide diff --git a/docs/guides/celtic-vs-roman-albion.md b/docs/guides/celtic-vs-roman-albion.md new file mode 100644 index 0000000..2c949ef --- /dev/null +++ b/docs/guides/celtic-vs-roman-albion.md @@ -0,0 +1,139 @@ +# Celtic vs Romanized Population in Albion + +When your Waders are ready to upgrade, you must choose between the Celtic path (Smiths) or the Roman path (Mercators). This choice affects your city's economy, diplomacy, and available technologies. Importantly, this is not a permanent decision - once you reach Tier III (Elders or Nobles), you can house both population types in your Albion cities. + +## Quick Comparison + +| Aspect | Celtic Path | Roman Path | +|--------|-------------|------------| +| Tier II | Smiths | Mercators | +| Tier III | Elders | Nobles | +| Resource Availability | Native to Albion | Requires Latium imports | +| Construction Materials | Wattle & Daub, Granite Blocks | Standard | +| Main Bonus | Belief bonuses | Knowledge bonuses | +| Diplomatic Impact | Emperor reputation decreases | Voada raids increase | + +## Celtic Path + +The Celtic path involves housing Smiths and meeting their needs to progress to Elders. Economically, this is the easier choice because Smiths and Elders primarily require resources naturally found in Albion. + +### Key Fertilities + +Look for these fertilities when following the Celtic path: +- **Dye Plants** - For clothing production +- **Tin** - For metalwork +- **Saltwort** - For food production +- **Ponies** - For transportation and Chariots + +### Advantages + +- **Resource Availability:** Can produce Cheese, Beer, Cloaks, and Chariots - all using Albion resources +- **Export Opportunities:** Celtic goods can be shipped to Latium to meet citizen needs there +- **Belief Bonuses:** Public service buildings and Marvels provide increased Belief +- **Living with the Land:** Follows traditional Celtic ways, utilizing marshlands + +### Challenges + +- **Construction Materials:** Requires producing two additional construction materials (Wattle & Daub and Granite Blocks) +- **Double Worker Requirement:** Need roughly double the workers and space for material production +- **Emperor Relations:** Rome values Roman ways over Celtic traditions, making it harder to maintain positive Emperor reputation +- **Marshland Dependency:** Many buildings can only be placed in marshlands +- **Road Building:** Connecting roads in marshes require Timber in addition to Denarii + +### Celtic Technologies + +| Discovery | Effect | +|-----------|--------| +| Replanting | Charcoal Burners can use Meadows | +| In Case of Emergence* | Can place City Watch buildings on Marshland | +| Hushing | Aqueducts can boost mines | +| Beaver Brother | Beaver Trapper +25% Productivity and can use forests & meadows | +| Gobannus-Model Bellows | +30% Fuel Efficiency for Coal-dependent buildings | +| Imperial Parades | Barracks gain a +2 prestige area of effect | +| Cult of Cernunnos* | Can worship Cernunnos | +| Funeral Games of Tailteann | All islands +20% effect of Recreation Ground | +| Cult of Epona* | Can worship Epona | +| Axe-Bearers* | Unlocks this melee troop with high attack | +| Chariots | Unlocks this maneuverable troop type | +| Tuagh De Danaan | Enhances Axe-Bearers with +100 Morale, +1 Toughness, +1 Melee Offense | +| Equicurrian Chariots | Improves Chariots with +25% attack range, +1 Ranged Offense, +10% Movement Speed | + +*These technologies are part of the [Hall of Fame system](../systems/hall-of-fame.md). + +## Roman Path + +Upgrading Waders to Mercators begins the Roman path. This is the more economically challenging route, as Mercators and Nobles demand goods only produced in Latium. + +### Key Fertilities + +Look for these fertilities when following the Roman path: +- **Silver** - Can be shipped back to Latium +- **Resin** - For production chains +- **Small Birds** - For Bird Tongue in Aspic +- **Sea Shells** - For luxury goods + +Also seek sources of **Soap**, **Olive Oil**, and **Wine** - these are tied to Latium fertilities but may be obtainable through NPC trade (like Tarragon). + +### Advantages + +- **Knowledge Bonuses:** Roman buildings provide knowledge based on buildings in radius (Grammaticus, Fanum) +- **Aqueducts:** Once you unlock and house enough Nobles, gain access to Aqueducts providing Health and Fire Safety while boosting industry productivity +- **Advanced Buildings:** Can build Temples or Baths for additional bonuses +- **Valuable Exports:** Produces Brooches and Bird Tongue in Aspic - highly valued in Latium + +### Challenges + +- **Import Dependency:** Mercators and Nobles require goods only produced in Latium +- **Trade Reliance:** Must establish trade routes or NPC relationships for essential goods +- **Voada's Hostility:** Higher Romanized population angers Voada, increasing raid frequency +- **Athr Lorgwyn Relations:** The NPC becomes more wary with higher Romanized populace + +### Roman Technologies + +| Discovery | Effect | +|-----------|--------| +| Better Bellows | +20% Fuel Efficiency for Coal-dependent buildings | +| Drainage | Drainage channel and Sluice gate | +| Aqua Arborica | Aqueduct boost: plantations | +| Raising Sluices | +80 Drainage Channels per Sluice Gate | +| The Flight of Birds | Bird Charmer +25% productivity, can use forests and meadows | +| Artificer Intelligence | Siege Workshops gain a +2 Knowledge area of effect | +| Cult of Mercury-Lugus* | Can worship Mercury-Lugus | +| Lingua Romana | Effect range of Grammaticus +20% | +| Aleatoria | Unlocks the Gambling House public service building | +| Legionnaires | Unlocks this heavily armored troop | +| Manipular Manoeuvres | Improves Legionnaires with +100 Morale, +1 Toughness, +1 Shield Protection | +| Praetorians | Unlocks Praetorian Cavalry (Legionnaires on horses) | +| Spathas | Enhances Praetorian Cavalry with +50 Morale, +1 Melee Offence, +4 Charge Offence | + +*These technologies are part of the [Hall of Fame system](../systems/hall-of-fame.md). + +## Which Should You Choose? + +| Situation | Recommendation | +|-----------|----------------| +| Easier progression | Celtic Path | +| Using native Albion fertilities | Celtic Path | +| Wanting a challenge | Roman Path | +| Large Latium trade network | Roman Path | +| Want Brooches and Bird Tongue in Aspic | Roman Path | +| Prefer Belief bonuses | Celtic Path | +| Prefer Knowledge bonuses | Roman Path | + +### Important Note + +**This is not a permanent choice!** Once you reach Tier III (Elders or Nobles), you can promote your Waders to either Smiths or Mercators, regardless of your initial choice. This allows you to: +- Focus some cities on Celtic populations +- Focus other cities on Romanized populations +- Blend both based on available fertilities +- Customize based on aesthetic preferences + +## Related Guides + +- [Albion vs Latium: Choosing Your Starting Province](./albion-vs-latium.md) +- [Brutus vs Gaius: Gemini in the Rough](./brutus-vs-gaius.md) + +## See Also + +- [Population Tiers](../population-tiers/_index.md) +- [Tier II - Plebeians / Smiths](../population-tiers/tier-ii.md) diff --git a/docs/guides/starting-city-layouts.md b/docs/guides/starting-city-layouts.md new file mode 100644 index 0000000..105411d --- /dev/null +++ b/docs/guides/starting-city-layouts.md @@ -0,0 +1,185 @@ +# Starting City Layouts + +A guide to early game city planning in Anno 117: Pax Romana, covering initial settlement layouts for both Latium and Albion regions. + +## City Building Tools + +Before building your city, familiarize yourself with these essential tools: + +### Planning and Construction Modes + +| Tool | Description | +|------|-------------| +| **Diagonal Construction** | Allows placing buildings diagonally to fit into tight corners and create unique layouts | +| **Planning Mode** | Places blueprints instead of actual buildings, letting you experiment without spending resources | + +### Building Toolbar (PC Keybinds) + +| Tool | Key | Description | +|------|-----|-------------| +| **Demolish** | X | Drag to highlight and demolish buildings. Uses smart select by building type | +| **Relocate** | G | Move multiple buildings to a new location for a Denarii fee based on distance | +| **Upgrade** | U | Upgrade residences, finalize blueprints, or rebuild ruins instantly | +| **Copy** | C | Duplicate highlighted buildings to a new location - great for replicating layouts | +| **Cosmetic Tool** | - | Change building style and appearance | + +## Latium Starting Layout + +### Initial Setup + +When starting in Latium, your immediate goals are: +1. Set up a Timber supply chain +2. Build enough Liberti residences for workforce +3. Provide food for citizens +4. Generate Denarii for expansion + +### Step 1: Basic Infrastructure + +1. Place **10 Liberti Residences** near your Trading Post (Hotkey: H) +2. Position residences close to trees for efficient logging +3. Build **2 Woodcutters** in forested areas +4. Add **2 Sawmills** to refine Logs into Timber +5. If Woodcutters/Sawmills are far from Trading Post, add a **Warehouse** to connect them + +### Step 2: Food Production + +Choose one of these food chains: +- **Fishing:** Build a Fishing Hut on the shore +- **Porridge:** Build an Oat Farm and Porridge Stand + +### Step 3: Housing Blocks + +Organize housing in "blocks" (2x4, 2x5, or 2x6 residences): +- Larger blocks (2x6) are more space-efficient but harder to service +- Smaller blocks (2x4) waste space but are easier to provide services to +- Use service buildings to connect blocks + +### Step 4: Services and Goods + +Build these to meet Liberti needs: +- **Tavern** - Limited range, place close to residences +- **Market** - Essential for generating Denarii +- **Hemp Farm + Spinner** - Provides Tunics +- **Sheep Farm + Pileus Felter** - Provides Pilei + +## Progressing to Plebeians + +### Construction Materials + +Before upgrading residences, set up Tiles production: +1. **Clay Pit** - Place in a river slot +2. **Charcoal Burner** - Place AWAY from houses (applies -3 Fire Safety and -3 Health to nearby buildings) +3. **2 Tilers** - To produce Tiles +4. **Warehouse** - If needed to connect the supply chain + +### Food for Plebeians + +Bread production chain: +- 2 Wheat Farms +- 1 Charcoal Burner (place away from residences) +- 1 Grain Mill (river slot) +- 2 Bakeries (place away from residences to avoid penalties) + +### Services for Plebeians + +As your city class rises, build: +- **Vigiles** - Raises fire safety, requires Tiles to build +- **Grammaticus** - Provides Knowledge +- **Sanctuary** - Provides Belief + +### Monitoring Tips + +Use **Ctrl+Q** or click the governor portrait to open Statistics and check for deficiencies in: +- Sardines +- Porridge +- Tunics +- Pilei + +## Albion Starting Layout + +### Terrain Considerations + +Albion presents unique challenges: +- Space is more limited due to mountains +- Marshland restricts building placement but provides unique resources +- Many citizen needs require marsh-based buildings + +### Initial Setup + +1. Build 2x4 or 2x5 housing blocks near trees AND marshland +2. Place **2 Woodcutters** and **2 Sawmills** connected to supply chain +3. Consider a **3rd Woodcutter/Sawmill** for extra Timber to extend roads into marshes + +### Food Options + +- **Cockle Picker** - Place by the shore +- **Eel Grabber** - Place in the marsh + +### Services and Goods for Waders + +Build these to meet Waders' needs: +- **Market** - For commerce +- **Bardic Hearth** - Unique Albion service +- **Reed Gatherer + Shoe Weaver** - For footwear +- OR **Hemp Farm + Spinner** - For clothing + +Use **Diagonal Construction** to fit additional buildings around irregular terrain. + +## Progressing to Smiths or Mercators + +### The Upgrade Choice + +Albion residences offer two upgrade paths: +- **Smiths** - Native Celtic population, easier as they use local Albion goods +- **Mercators** - Romanized population, more challenging as they need goods from Latium + +### Construction Materials + +Start with **3 Mud Driers** in the marsh, then: + +**For Tiles:** +- 1 Charcoal Burner +- 2 Tilers + +**For Wattle and Daub:** +- 2 Reed Gatherers +- 2 Labourer's Yards + +### Food for Smiths + +- **Ochs Farm** + **2 Dairies** - Provides Cheese + +### Service Buildings + +| Building | Purpose | Notes | +|----------|---------|-------| +| **City Watch** | Public order | Build as population grows | +| **Medici** | Health | Prevents disease | +| **Vigiles** | Fire safety | If settled Latium first | +| **Custodes** | Unrest prevention | If settled Latium first | +| **Fanum** | Religion | Good for both paths | +| **Grammaticus** | Knowledge | Mercator path | +| **Recreation Ground** | Health/Happiness/Prestige | Smith path, can wait until needed | + +### Space Efficiency + +Due to Albion's limited space, you may need to compromise on efficiency: +- Ideal: Two adjacent housing blocks with services in the middle +- Reality: Offset blocks due to terrain obstacles +- Accept some inefficiency as the cost of settling in Albion + +## Next Steps After Initial Settlement + +1. **Expand housing** - Add more residence blocks as resources allow +2. **Send ships** - Gather resources from other islands +3. **Settle new islands** - Access more resources and fertilities +4. **Tier III preparation** - Work toward higher population tiers +5. **Military** - Build forces to defend against threats (like Voada's raiders in Albion) +6. **Trade routes** - Take advantage of unique fertilities on different islands + +## Related Documentation + +- [Population Tiers](../population-tiers/_index.md) - Citizen tier requirements +- [Production Chains](../production-chains/_index.md) - Resource manufacturing +- [Timber Chain](../production-chains/timber.md) - Basic construction materials +- [Area Effects](../systems/area-effects.md) - Building proximity bonuses/penalties diff --git a/docs/index.md b/docs/index.md index 873f8f7..cba5b7a 100644 --- a/docs/index.md +++ b/docs/index.md @@ -41,5 +41,8 @@ Large-scale constructions with island-wide effects. ### [Troubleshooting](./troubleshooting/_index.md) Common issues and their solutions. +### [Guides](./guides/_index.md) +Strategy guides and decision-making help. + ### [Glossary](./glossary.md) Key terms and definitions. diff --git a/docs/production-chains/_index.md b/docs/production-chains/_index.md index 6e13d7f..1f087cf 100644 --- a/docs/production-chains/_index.md +++ b/docs/production-chains/_index.md @@ -2,6 +2,11 @@ Production chains define how raw materials are processed into finished goods. +## Guides + +- [Production Ratios Guide](./ratios.md) - Optimal building ratios for all supply chains by region and tier +- [Supply Chain Guide](./supply-chain-guide.md) - Comprehensive guide to supply chain mechanics, warehouses, and trade + ## Chains ### Basic Chains (Tier I) @@ -13,6 +18,10 @@ Production chains define how raw materials are processed into finished goods. ### Intermediate Chains (Tier II) - [Bread Chain](./bread.md) - Wheat -> Flour -> Bread +### Hybrid Chains (Advanced) +- [Tiles and Amphorae Chain](./tiles-amphorae.md) - Maximize Clay Pit output +- [Defense Chain](./defense.md) - Sandals, Weapons, and Armour production + ## Understanding Ratios Production chains work best when buildings are matched by their cycle times: @@ -20,8 +29,45 @@ Production chains work best when buildings are matched by their cycle times: - **Different cycle times:** Calculate based on output/input rates - **Bottlenecks:** Usually at raw material gathering or logistics +## Limited Resources + +Some buildings require special slots: +- **River Slots:** Clay Pit, Mill +- **Mountain Slots:** Iron Mine + +Plan slot usage carefully - each island has limited availability. + +## Using Warehouses + +Warehouses act as distribution hubs: +- All goods are shared between Warehouses on the same island +- Move space-intensive or negative-effect buildings outside city center +- Upgrade Warehouses when you see hourglass icons (transporters busy) + +| Upgrade | Cost | Technology | +|---------|------|------------| +| Level 2 | 250 Denarii, 25 Timber, 5 Tiles | Warehouse Organization | +| Level 3 | 500 Denarii, 50 Timber, 15 Tiles, 5 Concrete | Warehouse Refinement | + +## Building Effects + +Buildings can affect nearby structures: +- **Positive (green arrow):** Spinner (+1 Income, +1 Knowledge with research) +- **Negative (red arrow):** Charcoal Burner (-3 Health, -3 Happiness) +- **Mixed (half diamond):** Soap Maker (+1 Health, -1 Happiness) + +**Tip:** Use farms as buffer zones to distance negative-effect buildings. + +## Trade and Fertilities + +Islands have different fertilities - not all goods can be produced everywhere: +- Set up trade routes between cities +- Trade across provinces (Latium <-> Albion) +- Province exclusives: Wine (Latium), Cheese (Albion) + ## Common Issues 1. **Transport delays:** Long distances between buildings reduce effective throughput 2. **Storage overflow:** Downstream buildings can't keep up 3. **Resource starvation:** Upstream buildings can't supply enough +4. **Warehouse congestion:** Too many requests for available transporters diff --git a/docs/production-chains/defense.md b/docs/production-chains/defense.md new file mode 100644 index 0000000..8bb2657 --- /dev/null +++ b/docs/production-chains/defense.md @@ -0,0 +1,67 @@ +# Chain: Defense (Hybrid) + +**Entity Type:** ProductionChain + +A hybrid supply chain producing Sandals, Weapons, and Armour from shared Iron, Pig, and Salt resources. + +## Steps + +| Step | Building | Input | Output | Cycle Time | Prod/Min | +|------|----------|-------|--------|------------|----------| +| 1a | Iron Mine | None (Mountain Slot) | Iron Ore | 30s | 2t | +| 1b | Pig Farm | None | Pigs | 30s | 2t | +| 1c | Salt Ponds | None | Salt | 30s | 2t | +| 1d | Charcoal Burner | Trees in Radius | Charcoal | 30s | 2t | +| 2a | Furnace | Iron Ore, Charcoal | Iron Ingots | 60s | 1t | +| 2b | Tannery | Pigs, Salt | Leather | 60s | 1t | +| 3a | Sandal Maker | Leather | Sandals | 120s | 0.5t | +| 3b | Weaponsmith | Iron Ingots, Charcoal | Weapons | 90s | 0.66t | +| 3c | Armourer | Iron Ingots, Leather, Charcoal | Armour | 90s | 0.66t | + +## Recommended Ratios + +For balanced production of Sandals, Weapons, and Armour: + +**Raw Materials:** +- 1x Iron Mine +- 1x Pig Farm +- 1x Salt Ponds +- 2x Charcoal Burner + +**Processing:** +- 2x Furnace +- 2x Tannery + +**Final Production:** +- 2x Sandal Maker +- 2x Weaponsmith +- 1x Armourer + +## Resource Flow + +``` +Iron Mine (2t/min) ──┐ + ├──► 2x Furnace (2t Iron Ingots/min) ──┬──► 2x Weaponsmith +2x Charcoal ─────────┤ ├──► 1x Armourer + (4t/min) └──────────────────────────────────────┘ + │ +Pig Farm (2t/min) ───┬──► 2x Tannery (2t Leather/min) ──────┤ +Salt Ponds (2t/min) ─┘ ▼ + 2x Sandal Maker +``` + +## Output Summary + +- Sandals: 1t/min +- Weapons: ~1.32t/min +- Armour: ~0.66t/min + +## Bottlenecks + +- Mountain Slot availability for Iron Mine +- Charcoal production (ensure adequate forest coverage) +- Leather distribution between Sandal Makers and Armourer + +## Notes + +This chain supports military expansion and citizen needs (Sandals). Not perfectly efficient but very close, allowing slight overflow for stockpiling. diff --git a/docs/production-chains/ratios.md b/docs/production-chains/ratios.md new file mode 100644 index 0000000..e4b6cad --- /dev/null +++ b/docs/production-chains/ratios.md @@ -0,0 +1,208 @@ +# Production Ratios Guide + +**Entity Type:** Reference + +Production ratios help you optimize supply chains by constructing the right number of production buildings based on how quickly they produce 1 talentum (1t) of goods. This makes your supply chain more efficient and allows you to produce a surplus for trade or expansion. + +## Understanding Production Ratios + +Production chains work best when buildings are matched by their cycle times: +- **Same cycle time:** 1:1 ratio (e.g., Woodcutter 30s : Sawmill 30s) +- **Different cycle times:** Calculate based on output/input rates +- **Example:** A Tiler takes 60s while Clay Pit takes 30s, so you need 2 Tilers per 1 Clay Pit + +These ratios assume baseline production with 100% efficiency, not including the effect of technologies or specialists. + +--- + +## Latium Production Ratios + +### Liberti Tier + +| Good | Production Ratio | +|------|------------------| +| Timber | 1 Woodcutter (30s) + 1 Sawmill (30s) | +| Porridge | 1 Oat Farm (60s) + 1 Porridge Stand (60s) | +| Tunic | 1 Hemp Farm (60s) + 1 Spinner (60s) | +| Pileus | 1 Sheep Farm (30s) + 2 Pileus Felters (60s) | + +### Plebeians Tier + +| Good | Production Ratio | +|------|------------------| +| Tiles | 1 Clay Pit (30s) + 1 Charcoal Burner (30s) + 2 Tilers (60s) | +| Bread | 2 Wheat Farms (60s) + 1 Grain Mill (30s) + 1 Charcoal Burner (30s) + 2 Bakeries (60s) | +| Garum | 1 Salt Ponds (30s) + 2 Scomber's Shack (60s) + 3 Garum Works (90s) | +| Sandals | 1 Pig Farm (30s) + 1 Salt Ponds (30s) + 2 Tanneries (60s) + 4 Sandal Makers (120s) | +| Soap | 1 Pig Farm (30s) + 1 Charcoal Burner (30s) + 2 Renderers (60s) + 4 Lavender Growers (120s) + 2 Soap Makers (60s) | +| Amphorae | 1 Clay Pit (30s) + 2 Resin Tappers (60s) + 1 Charcoal Burner (30s) + 2 Potters (60s) | +| Olive Oil | 4 Olive Growers (120s) + 3 Olive Presses (90s) | + +### Equites Tier + +| Good | Production Ratio | +|------|------------------| +| Concrete | 2 Limestone Quarries (30s) + 3 Sand Refineries (45s) + 6 Concrete Mixers (90s) | +| Wine | 2 Vineyards (90s) + 1 Apiary (45s) + 1 Vintner (45s) | +| Cheese | *Cannot be produced in Latium - trade or found a colony in Albion* | +| Togas | 3 Flax Farms (90s) + 3 Snaileries (90s) + 4 Weavers (120s) + 4 Dye Works (120s) + 2 Loom Weaveries (60s) | +| Brooches | *Cannot be produced in Latium - trade or found a colony in Albion* | +| Writing Tablets | 3 Apiaries (45s) + 6 Sandarac Nurseries (90s) + 8 Tabuli (120s) | +| Fine Glass | 3 Mineral Quarries (45s) + 3 Sand Refineries (45s) + 4 Mineral Crushers (60s) + 6 Glass Smelters (90s) + 4 Charcoal Burners (30s) + 8 Glassblowers (120s) | +| Marble | 2 Marble Quarries (60s) + 3 Marble Masons (90s) | + +#### Simplified Equites Ratios + +The Writing Tablets and Fine Glass production ratios are resource and manpower intensive. Here are practical alternatives for growing cities: + +**Writing Tablets (Simplified):** +- 1 Apiary +- 2 Sandarac Nurseries +- 2-3 Tabuli + +With 2 Tabuli you overproduce basic resources by 0.34t/min. With 3 you underproduce by 0.17t/min. + +**Fine Glassware (Simplified):** +- 1 Mineral Quarry +- 1 Sand Refinery +- 2 Mineral Crushers +- 2 Glass Smelters +- 2 Charcoal Burners +- 3 Glassblowers + +This leaves spare Charcoal and excess capacity at your Mineral Crusher but involves far fewer buildings. + +### Patricians Tier + +| Good | Production Ratio | +|------|------------------| +| Mosaics | 3 Mineral Quarries (45s) + 4 Mineral Crushers (60s) + 2 Clay Pits (30s) + 2 Charcoal Burners (30s) + 8 Tessera Works (120s) | +| Oysters with Caviar | 6 Oyster Beds (90s) + 6 Sturgeon Hatcheries (90s) + 3 Fish Gutters (45s) + 4 Epicures of Water (60s) | +| Bird Tongues in Aspic | *Cannot be produced in Latium - trade or found a colony in Albion* | +| Necklaces* | 4 Gold Washers (240s) + 1 Goldsmith (60s) + 1 Mineral Quarry (45s) + 1 Charcoal Burner (30s) + 2 Jewellers (90s) | +| Cloaks | *Cannot be produced in Latium - trade or found a colony in Albion* | +| Loungers | 3 Apiaries (45s) + 6 Sandarac Nurseries (90s) + 8 Tabuli (120s) | +| Handmirrors | *Cannot be produced in Latium - trade or found a colony in Albion* | +| Lyres* | 4 Gold Washers (240s) + 1 Sheep Farm (30s) + 2 Stringers (90s) + 2 Sandarac Nurseries (90s) + 1 Goldsmith (60s) + 1 Charcoal Burner (30s) + 1 Gilder + 1 Lythier | +| Chariots | *Cannot be produced in Latium - trade or found a colony in Albion* | + +*Note: Necklaces and Lyres ratios are not 100% efficient because a perfect ratio requires more Gold Washers than are typically available. Both are balanced around enough output for 1t instead of a perfectly efficient ratio. You can share resources between the 2 chains to make this more efficient, or unlock Mercury-Lugus in the Hall of Fame, then increase your devotion to build Gold Mines.* + +--- + +## Albion Production Ratios + +### Waders Tier + +| Good | Production Ratio | +|------|------------------| +| Timber | 1 Woodcutter (30s) + 1 Sawmill (30s) | +| Reed Shoes | 1 Reed Gatherer (60s) + 2 Shoe Weavers (120s) | +| Tunics | 1 Hemp Farm (60s) + 1 Spinner (60s) | + +### Smiths Tier + +| Good | Production Ratio | +|------|------------------| +| Wattle & Daub | 3 Mud Driers (90s) + 2 Reed Gatherers (60s) + 2 Labourer's Yards (60s) | +| Tiles | 1 Charcoal Burner (30s) + 3 Mud Driers (90s) + 2 Tilers (60s) | +| Cheese | 1 Ochs Farm (60s) + 2 Dairies (120s) | +| Beer | 2 Barley Farms (60s) + 1 Malthouse (30s) + 2 Breweries (60s) + 1 Charcoal Burner (30s) | +| Trousers | 1 Sheep Farm (30s) + 2 Weld Crops (60s) + 3 Hosiers (90s) | +| Torcs | 1 Copper Mine (30s) + 3 Wire Twisters (90s) + 1 Charcoal Burner (30s) | +| Drinking Horns | 1 Tin Mine (30s) + 2 Ochs Farm (60s) + 4 Horners (120s) | +| Clan Shields | 1 Tin Mine (30s) + 1 Copper Mine (30s) + 1 Charcoal Burner (30s) + 2 Bronze Smelters (60s) + 2 Weld Crops (60s) + 3 Shieldbeaters (90s) | + +### Elders Tier + +| Good | Production Ratio | +|------|------------------| +| Granite | 3 Granite Quarries (45s) + 8 Granite Cutters (120s) | +| Concrete | 2 Limestone Quarries (30s) + 3 Sand Refineries (45s) + 6 Concrete Mixers (90s) | +| Wine | 2 Vineyards (90s) + 1 Apiary (45s) + 1 Vintner (45s) - *Note: Vineyards must be built in Latium or Grapes bought/imported* | +| Roast Beef | 2 Ochs Farms (60s) + 1 Charcoal Burner (30s) + 3 Saltwort Pickers (90s) + 4 Earth Ovens (120s) | +| Cloaks | 2 Weld Crops (60s) + 1 Copper Mine (30s) + 1 Sheep Farm (30s) + 3 Greenhands (90s) + 2 Birrus Stitchers (60s) | +| Fur Hats | 3 Saltwort Pickers (90s) + 2 Saltwort Burners (60s) + 1 Charcoal Burner (30s) + 3 Beaver Trappers (90s) + 4 Beaver Hatters (120s) | +| Chariots | 1 Woodcutter (30s) + 2 Reed Gatherers (60s) + 3 Chassis Builders (90s) + 3 Horsecatchers (90s) + 4 Chariot Workshops (120s) | +| Fine Glass | *Cannot be produced in Albion - trade or found a colony in Latium* | + +### Mercators Tier + +| Good | Production Ratio | +|------|------------------| +| Wattle & Daub | 3 Mud Driers (90s) + 2 Reed Gatherers (60s) + 2 Labourer's Yards (60s) | +| Tiles | 1 Charcoal Burner (30s) + 3 Mud Driers (90s) + 2 Tilers (60s) | +| Bread | 2 Wheat Farms (60s) + 2 Donkey Mills (60s) + 2 Kitchens (60s) + 1 Charcoal Burner (30s) | +| Sausages | 1 Pig Farm (30s) + 3 Herb Gardens (90s) + 1 Charcoal Burner (30s) + 2 Salsicium | +| Brooch | 1 Silver Mine (30s) + 2 Charcoal Burners (30s) + 2 Silver Forges (60s) + 4 Fibularium (120s) | +| Soap | *Cannot be produced in Albion - trade or found a colony in Latium* | +| Amphorae | 3 Mud Driers (90s) + 2 Resin Tappers (60s) + 1 Charcoal Burner (30s) + 2 Potters (60s) | +| Olive Oil | *Cannot be produced in Albion - trade or found a colony in Latium* | + +### Nobles Tier + +| Good | Production Ratio | +|------|------------------| +| Granite | 3 Granite Quarries (45s) + 8 Granite Cutters (120s) | +| Concrete | 2 Limestone Quarries (30s) + 3 Sand Refineries (45s) + 6 Concrete Mixers (90s) | +| Wine | 2 Vineyards (90s) + 1 Apiary (45s) + 1 Vintner (45s) - *Note: Vineyards must be built in Latium or Grapes bought/imported* | +| Bird Tongues in Aspic | 3 Bird Charmers (90s) + 1 Pig Farm (30s) + 1 Charcoal Burner (30s) + 2 Renderers (60s) + 4 Tongue Pluckers (120s) + 3 Epicures of Air (90s) | +| Fine Glass | *Cannot be produced in Albion - trade or found a colony in Latium* | +| Handmirrors | 1 Silver Mine (30s) + 2 Silver Forges (60s) + 2 Charcoal Burners (30s) + 3 Shell Gatherers (90s) + 4 Narcissiums (120s) | + +--- + +## Military Building Ratios + +| Good | Production Ratio | +|------|------------------| +| Rope | 1 Hemp Farm (60s) + 2 Ropemakers (120s) | +| Sails | 1 Sheep Farm (30s) + 3 Sailmakers (90s) | +| Weapons* | 2 Iron Mines (30s) + 4 Furnaces (60s) + 6 Weaponsmiths (90s) + 5 Charcoal Burners (30s) | +| Armour* | 2 Iron Mines (30s) + 2 Pig Farms (30s) + 2 Salt Ponds (30s) + 4 Furnaces (60s) + 5 Charcoal Burners (30s) + 4 Tanneries (60s) + 6 Armourers (60s) | + +### Simplified Military Production + +Making fully efficient military production chains is very resource intensive. In most cases, a simplified approach works better: + +**Basic Weapons Setup:** +- 1 Iron Mine +- 1 Furnace +- 1 Weaponsmith +- 1 Charcoal Burner + +**Adding Armour Production:** +- Add 1 Furnace, 1 Armourer, and 1 Charcoal Burner to your existing setup +- Hybridize the Leather portion with your Sandal Makers +- Example: 1 Pig Farm and 1 Salt Ponds can supply 2 Sandal Makers + 1 Armourer with some leftovers + +--- + +## Hybrid Production Chains + +Sometimes maximizing limited resources (like mines or river slots) to produce multiple goods is more efficient than 100% efficiency on a single chain. + +### Example: Tiles + Amphorae Hybrid + +The Clay Pit produces 1t of clay per 30 seconds. Both the Potter and Tiler take 60s to produce 1t of goods. This allows: + +| Building | Count | Cycle Time | +|----------|-------|------------| +| Clay Pit | 1 | 30s | +| Charcoal Burner | 1 | 30s | +| Resin Tapper | 1 | 60s | +| Potter | 1 | 60s | +| Tiler | 1 | 60s | + +**Result:** All raw resources consumed to produce 1t of Roof Tiles and 1t of Amphorae per minute. + +Look for opportunities to create hybrid supply chains when resources are scarce - it increases production without running out of river slots or incurring extra maintenance costs. + +--- + +## Related Pages + +- [Supply Chains Overview](./_index.md) +- [Timber Chain](./timber.md) +- [Bread Chain](./bread.md) +- [Trade System](../systems/trade.md) diff --git a/docs/production-chains/supply-chain-guide.md b/docs/production-chains/supply-chain-guide.md new file mode 100644 index 0000000..8079129 --- /dev/null +++ b/docs/production-chains/supply-chain-guide.md @@ -0,0 +1,153 @@ +# Supply Chain Guide + +**Entity Type:** Guide + +This guide explains how supply chains work in Anno 117: Pax Romana, including setting up chains, using warehouses, managing limited resources, and creating hybrid supply chains. + +## Overview + +Supply chains govern your ability to provide for your citizens' needs, grow your city, and defend yourself in times of war. You use supply chains to harvest raw resources and process them into the goods your empire needs. + +- **Early game:** Simple chains with 1 raw resource and 1 processing building +- **Mid game:** More complex chains involving multiple processing buildings +- **Late game:** Chains spanning multiple cities, islands, and provinces (Latium and Albion) + +## Setting Up Supply Chains + +### Basic Setup + +All goods in a supply line need to be connected. This can be: +- **Direct connection:** Via roads +- **Indirect connection:** Through a Warehouse + +The **green highlight** on your road shows the distance at which a supply chain can connect. + +### Example: Timber Chain + +1. Place a **Woodcutter** in a forested area (needs 80 trees within radius for max efficiency) +2. Place a **Sawmill** nearby +3. Connect both to your **Trading Post** with a road + +### Example: Porridge Chain (Latium) + +1. Build an **Oat Farm** with space for fields at edge of housing blocks +2. Connect to a **Porridge Stand** +3. The Porridge Stand can serve as a mid-way point bridging Oat Farm and Trading Post + +## Using Warehouses + +Warehouses act as "distribution nodes" or hubs for your supply chains. All goods within Warehouses are shared between all other Warehouses on the same island - they don't need direct connection. + +### When to Use Warehouses + +Move these supply chain elements outside your city center: +- Buildings with negative effects (e.g., Charcoal Burner: -3 Health, -3 Happiness) +- Farms, Woodcutters, and buildings requiring lots of space or natural resources +- Buildings requiring Mountain or River slots + +### Warehouse Congestion + +An **hourglass** above a Warehouse indicates transporters are busy. Solutions: +- Build a second Warehouse +- Upgrade existing Warehouse (requires technology) + +### Warehouse Upgrades + +| Upgrade Cost | Technology Requirement | +|--------------|----------------------| +| 250 Denarii, 25 Timber, 5 Tiles | Warehouse Organization | +| 500 Denarii, 50 Timber, 15 Tiles, 5 Concrete | Warehouse Refinement | + +## Building Radius Effects + +Buildings can have positive, negative, or mixed effects on nearby structures: + +| Effect Type | Indicator | Example | +|-------------|-----------|---------| +| Positive | Green arrow up | Spinner: +1 Income (with research: +1 Knowledge) | +| Negative | Red arrow down | Charcoal Burner: -3 Health, -3 Happiness | +| Mixed | Half red/green diamond | Soap Maker: +1 Health, -1 Happiness | + +**Tip:** Use farms as buffer zones - they take up space naturally, helping distance penalty-causing buildings like Charcoal Burner, Pig Farm, or Dye Maker. + +## Limited Resources + +Some buildings require special locations: +- **River Slots:** Clay Pit, Mill +- **Mountain Slots:** Iron Mine, Weaponsmith (needs Iron Ore) + +Each island has limited slots - plan carefully or settle larger islands with more slots. + +## Hybrid Supply Chains + +Hybrid chains maximize limited resources by producing multiple goods from shared inputs. + +### Example: Tiles and Amphorae + +Using one Clay Pit to produce both Tiles and Amphorae: +- Clay Pit + Charcoal Burner + Resin Tapper + Potter + Tiler + +### Example: Defense Production Chain + +| Building | Requires | Cycle Time | Prod/Min | +|----------|----------|------------|----------| +| Iron Mine | N/A | 30s | 2t | +| Pig Farm | N/A | 30s | 2t | +| Salt Ponds | N/A | 30s | 2t | +| Charcoal Burner | Trees in Radius | 30s | 2t | +| Furnace | Iron Ore, Charcoal | 60s | 1t | +| Tannery | Pigs, Salt | 60s | 1t | +| Sandal Maker | Leather | 120s | 0.5t | +| Weaponsmith | Iron Ingots, Charcoal | 90s | 0.66t | +| Armourer | Iron Ingots, Leather, Charcoal | 90s | 0.66t | + +### Defense Chain Layout + +**Raw materials:** +- 1x Iron Mine (2t Iron Ore/min) +- 1x Pig Farm (2t Pigs/min) +- 1x Salt Ponds (2t Salt/min) +- 2x Charcoal Burner (4t Charcoal/min) + +**Processing:** +- 2x Furnace (2t Iron Ingots/min) +- 2x Tannery (2t Leather/min) + +**Final products:** +- 2x Sandal Maker (1t Sandals/min, consumes 1t Leather) +- 2x Weaponsmith (1.32t Weapons/min) +- 1x Armourer (0.66t Armour/min) + +Consumes: 2t Charcoal, 2t Iron Ingots, 0.66t Leather + +## Trade in Supply Chains + +Each island has different **fertilities**, meaning you can't always complete a supply chain on one island. + +### Example Fertilities + +- **Island A:** Mackerel, Lavender, Grapes, Oysters, Iron +- **Island B:** Resin, Olives, Flax, Iron, Gold + +### Solutions + +1. **Purchase goods from NPCs** +2. **Found cities on new islands** +3. **Set up trade routes** (e.g., Amphorae and Olives for Mackerel) + +### Cross-Province Trade + +- **Latium exclusive:** Wine (valued in Albion) +- **Albion exclusive:** Cheese (needed by Equites) + +Access province switching via: +- Trade screen buttons at top of map +- Globe button on mini-map (west-southwest position) + +## Related + +- [Production Ratio Guide](./production-ratios.md) +- [Timber Chain](./timber.md) +- [Porridge Chain](./porridge.md) +- [Defense Chain](./defense.md) +- [Tiles and Amphorae Chain](./tiles-amphorae.md) diff --git a/docs/production-chains/tiles-amphorae.md b/docs/production-chains/tiles-amphorae.md new file mode 100644 index 0000000..2bafe2f --- /dev/null +++ b/docs/production-chains/tiles-amphorae.md @@ -0,0 +1,50 @@ +# Chain: Tiles and Amphorae (Hybrid) + +**Entity Type:** ProductionChain + +A hybrid supply chain that maximizes a single River Slot (Clay Pit) to produce both Tiles and Amphorae. + +## Overview + +This chain demonstrates how to maximize limited resources by sharing raw materials between multiple end products. Both Tiles (construction) and Amphorae (storage/trade) use Clay as a base material. + +## Steps + +| Step | Building | Input | Output | Slot Required | +|------|----------|-------|--------|---------------| +| 1a | Clay Pit | None | Clay | River Slot | +| 1b | Charcoal Burner | Trees in Radius | Charcoal | None | +| 1c | Resin Tapper | Trees in Radius | Resin | None | +| 2a | Tiler | Clay, Charcoal | Tiles | None | +| 2b | Potter | Clay, Resin | Amphorae | None | + +## Buildings Required + +- 1x Clay Pit (River Slot) +- 1x Charcoal Burner +- 1x Resin Tapper +- 1x Tiler +- 1x Potter + +## Resource Flow + +``` +Clay Pit ────────────────────────┬──► Tiler ──► Tiles +(River Slot) │ + └──► Potter ──► Amphorae + ▲ +Charcoal Burner ──► Charcoal ──► Tiler │ + │ +Resin Tapper ──► Resin ────────────────┘ +``` + +## Benefits + +- Maximizes River Slot usage +- Produces both construction materials and trade goods +- Can be clustered together or distributed via Warehouses + +## Related + +- [Supply Chain Guide](./supply-chain-guide.md) - Full hybrid chain explanation +- [Defense Chain](./defense.md) - Another hybrid chain example diff --git a/docs/systems/_index.md b/docs/systems/_index.md index c2bff45..a37dfa5 100644 --- a/docs/systems/_index.md +++ b/docs/systems/_index.md @@ -2,15 +2,30 @@ Core mechanics that govern how the game economy and logistics work. +## Expansion +- [Settlement](./settlement.md) - Settling new islands and cities + ## Trade & Logistics +- [Trading](./trading.md) - Complete trading system overview (passive, active, contracts) - [Trade Routes](./trade-routes.md) - Automated ship loops between islands - [Diplomatic Trade](./diplomatic-trade.md) - Passive buy/sell with AI via treaties +## Progression +- [Accolades](./accolades.md) - Hall of Fame metaprogression and achievements + ## Economy - [Maintenance Model](./maintenance.md) - Building upkeep and workforce costs - [Area Effects](./area-effects.md) - Proximity bonuses and penalties - [Statistics Screen](./statistics-screen.md) - Production vs consumption diagnostics +## Resources +- [Fertility](./fertility.md) - Island resource availability and regional differences + +## City Management +- [Citizen Needs](./citizen-needs.md) - Goods and services required by each population tier +- [City Status](./city-status.md) - Population thresholds, bonuses, and penalties +- [Health, Happiness & Fire Safety](./health-happiness-fire.md) - Incident prevention and City Watch + ## Infrastructure - [Shipyard](./shipyard.md) - Ship construction system - [Warehouse Cloud](./warehouse-cloud.md) - Shared island storage diff --git a/docs/systems/accolades.md b/docs/systems/accolades.md new file mode 100644 index 0000000..80ffcb0 --- /dev/null +++ b/docs/systems/accolades.md @@ -0,0 +1,354 @@ +# Accolades and Hall of Fame + +**Entity Type:** SystemEntity + +## Description + +The Hall of Fame is a metaprogression system where you unlock resources, specialists, ornaments, technologies, and more by completing Accolades. Once unlocked, these upgrades are persistent, meaning you gain the benefit in each game. Many of the Hall of Fame unlocks provide you an advantage in the early game. Technologies, for example, make it easier to gather basic resources like Timber. Meanwhile, the specialists are high rarity and apply powerful effects to your city. + +If you begin a city, then complete some Accolades, you do not need to restart to gain the benefits. + +## Accessing the Hall of Fame + +1. Click on your Governor's portrait at the top of the screen +2. Use the top menu to navigate to the "Hall of Fame" tab +3. Select Latium or Albion depending on which Province you want to unlock bonuses for +4. Use the "Accolades" tab to check your progress on achievements + +## Fame Point Requirements + +The Latium Hall of Fame has 5 tiers of unlocks, whereas the Albion Hall of Fame has 3 tiers. Unlocking each tier requires you to spend more fame. + +| Tier | Fame Points to Unlock | Points Needed Since Last Tier | +|------|----------------------|-------------------------------| +| Latium I | N/A (unlocked by default) | N/A | +| Latium II | 50 | 50 | +| Latium III | 160 | 110 | +| Latium IV | 320 | 160 | +| Latium V | 540 | 220 | +| Albion I | N/A (unlocked by default) | N/A | +| Albion II | 100 | 100 | +| Albion III | 240 | 140 | + +**Total Fame Points Required:** 780 points to unlock all tiers. + +--- + +## Hall of Fame Unlocks + +### Latium I + +| Name | Effect | Cost | +|------|--------|------| +| Neptune | God Unlocked | N/A | +| In Vino Veritas | New Sigil | 8 | +| Shipboard Scorpiones | Technology: Add a medium-range weapon to your Ships | 20 | +| Ceres | God Unlocked | N/A | +| Merypath, Gromatic Surveyor | Captain Specialist: +100% Discovery Radius, +25% Hit Points, +15% Movement Speed, Favorable Wind Angle +45 | 20 | +| Cobbled Mosaic | Cosmetic | 15 | +| Mars | God Unlocked | N/A | +| Statue of a Lion | Small Ornament | 12 | +| Governor's Flagship | Begin with a Flagship | N/A | +| Statue Fountain | Medium Ornament | 15 | + +### Latium II + +| Name | Effect | Cost | +|------|--------|------| +| Eternal Fountain | Medium Ornament | 20 | +| Familiars | Adds a song to the Soundtrack | 15 | +| Azure | New color for your profile | 15 | +| Large Lithophyte | Small Ornament | 18 | +| Syrah's Vessel | Cosmetic | 20 | +| Villa of Syrah | Cosmetic | 40 | +| Trax | Banner Sigil | 15 | +| Actorius Maximinus, Nummularius Nonpareil | Specialist: Markets in Range provide +1.5 Income and require -75% Upkeep | 22 | +| Valeria | Governor Portrait | 15 | + +### Latium III + +| Name | Effect | Cost | +|------|--------|------| +| Diana | Portrait | 25 | +| Mackerel Hauling | Technology: Allows you to build a Scomber's Hut to harvest Mackerel even on islands without the fertility (at 50% reduced output) | 30 | +| Persimmon | New color for your profile | 20 | +| Officer of the Pax | Small Ornament | 22 | +| Mercury-Lugus | God Unlocked: Bonuses for trade and wealth | 40 | +| Silhouettes | Adds a song to the Soundtrack | 20 | +| Chequered Mosaic | Cosmetic | 18 | +| Troucotouto, Subjugating Subiudex | Specialist: Liberti and Wader Residences in range, +30% Workforce from Residents, -1 Happiness | 30 | +| Roman Material Pack | 50t Timber, 40t Tiles, 30t Concrete | 30 | +| Minotaurus | Banner Sigil | 20 | +| Columna Annorum | Medium Ornament | 25 | + +### Latium IV + +| Name | Effect | Cost | +|------|--------|------| +| Impressive Column | Small Ornament | 32 | +| Bronze | A cosmetic skin for King Numa and his Family | 50 | +| Judoc Diadalos, of the Myrtle Tower | Specialist: Towers in range gain +20% Attack Range, -80% Workforce Needed, -50% Upkeep, +50% Hit Points | 40 | +| Ruby Mosaic | Cosmetic | 35 | +| Shadows of Syrah | Cosmetic | 70 | +| Triskelion | Banner Sigil | 25 | +| Water Pavillion | A Medium Ornament for your City | 30 | +| Market of Syrah | Cosmetic | 35 | +| Woodland Rebirth | Technology: Woodcutters can use Meadows | 45 | + +### Latium V + +| Name | Effect | Cost | +|------|--------|------| +| ... and Home Again | Soundtrack | 30 | +| Roman Goods Pack | 40t Sardines, 40t Porridge, 40t Tunics, 40t Pileus | 50 | +| Triumphal Arch | Commemorate your victories for generations to come | 120 | +| Silver Star | Cosmetic | 35 | +| Arruns Spedius Fastus, Sutor Supra Crepidam | Specialist: Residences in range gain +1 Happiness and +3 Prestige if supplied with Sandals, +1 Happiness and +3 Prestige if supplied with Reed Shoes | 50 | +| Proverbial Torch Bearer | Small Ornament | 40 | +| Ben-Baalion | Portrait | 35 | +| Undead Legion | Banner Sigil | 30 | +| Duct Irrigation | Technology: Aqueduct Boost: Farms | 60 | + +### Albion I + +| Name | Effect | Cost | +|------|--------|------| +| Epona | God Unlocked: Bonuses to horses and livestock | 30 | +| Menander of Nicomedes, Auspicious Haruspex | Specialist: Sanctuary and Faunum in range provides +1.5 Belief area of effect, +0.5 Knowledge area of effect, -50% Upkeep | 20 | +| In Case of Emergence | Technology: Allows the building of City Watch buildings (Vigiles, Custodia, Medici) on Marshes | 20 | +| Celtic Idol | Small Ornament | 15 | +| Moss Bedecked | Cosmetic | 15 | +| Sacred Tree | Banner Sigil | 15 | +| Manx | Portrait | 18 | +| Moss Covered | Cosmetic | 12 | +| Ochs Grass | New color for your profile | 10 | +| Celtic Material Pack | 50t Timber, 40t Tiles, 30t Wattle & Daub | 25 | + +### Albion II + +| Name | Effect | Cost | +|------|--------|------| +| Moss Covered | Cosmetic | 28 | +| Siochianri Bichearb, Boioran Rhapsodist | Specialist: Residences in range +25% Belief, +25% Knowledge | 35 | +| Airless Barrow | Small Ornament | 20 | +| Knotty Mosaic | Cosmetic | 20 | +| Moss-Ridden | Cosmetic | 60 | +| Hollow Tree | Medium Ornament | 30 | +| Moly | Banner Sigil | 20 | +| Wooden Colonnade | Decorative wall tiles | 25 | +| Celtic Dream | Cosmetic | 25 | + +### Albion III + +| Name | Effect | Cost | +|------|--------|------| +| Trifecta | Banner Sigil | 25 | +| Ritual Lith | Small Ornament | 32 | +| Wicker Wilderman | Kindle the flame in the name of Celtic gods | 75 | +| Procurator Corvinus | Portrait | 28 | +| Moss-Ridden | A skin for King Numa and his family | 40 | +| Axe Bearers | Technology: Allows the training of lightly armored Axe Bearers | 45 | +| Aliens | Soundtrack | 30 | +| Cernunnos | God Unlock: Bonuses to forests and woodlands | 55 | +| Ancient Stone | Cosmetic | 30 | + +--- + +## Accolades + +Accolades are split among 11 categories. Each has 9 achievements you can earn ranging from easy to extremely difficult. In addition to the Fame Points rewarded for completing each task, you gain an additional 90 Fame for completing all 9 within a given category. + +### Visionary Architect + +| Task | Fame Points | Accolade | +|------|-------------|----------| +| Start your settlement off with its first Fishery | 15 | Ab Initio Anno | +| Build an Aqueduct with a length of at least 99 tiles | 15 | Aquaduct Vitae | +| House a total of 400 Plebeians | 15 | Adunatio Plebis | +| Have exclusively marble roads with the status of Growing Town (V) or better | 30 | Marmoream Relinquo | +| Beautify an island with 50 ornaments | 15 | Haec Ornamenta Mea | +| Have 9 building plans at the same time | 15 | Hippodamian Planner | +| Have a total of 50,000 population across all cities | 15 | The First Mile | +| Build all public services in Albion and Latium | 50 | Pro Bono Publico | +| Have a major city (level IX) status on an island without any Liberti or Plebeians | 30 | Patrician Tastes | + +### Efficient Economist + +| Task | Fame Points | Accolade | +|------|-------------|----------| +| Set up your first Timber production chain | 15 | Axe Romana | +| Trigger your first bankruptcy warning | 15 | Anno Horribilis | +| Have 333 talenta (t) of Sardines in storage | 15 | Surplus Ultra | +| Have a positive income balance of 250 Denarii | 15 | Pecunia Non Olet | +| Reach 100% productivity at a Loungers Factory | 15 | Perfectly Balanced | +| Cover 70% of an island in farm fields | 15 | Outstanding in the Field | +| Pause a production building | 15 | Resting on Laurels | +| Socket 9 specialists on 1 island | 30 | Full House | +| Sustain a major city (IX) for 17 minutes on an island supported by a single trade route | 50 | Ens Causa Sui | + +### Farsighted Administrator + +| Task | Fame Points | Accolade | +|------|-------------|----------| +| Settle on a second island | 15 | Terra Nova | +| Destroy 117 enemy ships | 30 | Oceanic Battlefield | +| Set up a trade route with 9 stops | 15 | Travelling Sails Problem | +| Build a Quinquireme equipped with the maximum number of military modules | 15 | Ultima Ratio | +| Buy all goods stocked by a trader at once | 15 | Caveat Venditor | +| Spend at least 170,100 denarii re-rolling items for sale | 30 | Alea Iacta Est | +| Throw 1,602 talentum (t) of goods overboard | 15 | Neptune's Bounty | +| Sail 2,205 nautical miles | 15 | From Sea to Sea | +| Have a captain equipped on 27 ships | 50 | Industry of Captains | + +### Tactful Diplomat + +| Task | Fame Points | Accolade | +|------|-------------|----------| +| Establish a trade treaty | 15 | Trade Union | +| Destroy 117 wall segments | 15 | Quod Erat Destructum | +| Ally with Voada or Syracus | 30 | Bad Company | +| Conquer an opponent's villa | 15 | Delenda Est | +| Appoint an allied rival as a specialist | 15 | Ex Amicitia Pax | +| Receive tribute from a rival | 15 | Virtue's Reward | +| Gift other parties 207,000 denarii in total | 15 | Ex Gratia | +| Have a major city (IX) with 20% of its income dedicated to maintenance of military buildings | 50 | Para Bellum | +| Broker a peace after waging war with three separate rivals | 30 | Si Vis Pacem | + +### Ultimate Victor + +| Task | Fame Points | Accolade | +|------|-------------|----------| +| Eliminate Dorian | 15 | A Brother's Betrayal | +| Eliminate Licia | 15 | Break the Cocoon | +| Eliminate Tarragon | 15 | Odyssey's End | +| Eliminate Athr Lorgwyn | 15 | The Impossible Dream | +| Eliminate Zara Nitu | 15 | Starfall | +| Eliminate Concordia | 30 | Snuffing the Flame | +| Eliminate Neferneru | 30 | Heavier Than A Feather | +| Attain the Rank of Proconsul | 50 | Quid Pro Quo | +| Attain the Rank of Consul | 50 | Open for Consultation | + +### Keen Listener + +| Task | Fame Points | Accolade | +|------|-------------|----------| +| Complete all of Dorian's quests | 15 | Pumping Marble | +| Complete all of Tarragon's quests | 15 | Life Support | +| Complete all of Licia's quests | 15 | Keeper of Secrets | +| Complete all of Athr Lorgwyn's quests | 15 | Questing Beast | +| Complete all of Zara Nitu's quests | 30 | Ad Astra | +| Complete all of Concordia's quests | 30 | Fuelling the Flame | +| Complete all of Neferneru's quests | 50 | For Kashta! | +| Complete all of Valeria's quests | 15 | Lily Buy-in | +| Bestowed with a Lucky Coin from an Alderman, in memory of a hero | 15 | Heads or Tales | + +### Steadfast Governor + +| Task | Fame Points | Accolade | +|------|-------------|----------| +| Complete Act I | 15 | A Toe in the Caldarium | +| Complete Act II | 15 | Bend or Break | +| Spend more than 24 hours in one Campaign game | 30 | Not Built in a Day | +| Survive Voada's attack | 15 | Un-Scathached | +| Decide the fate of the sacred grove | 15 | Branching Paths | +| Decide the fate of the deserters | 15 | The Eagle Roams | +| Witness Lucius' death | 15 | Long Live the... | +| Handle the situation with Voada's brother | 30 | First Aodhan | +| Put an end to the conflict with Voada in the Campaign | 50 | Beyond a Shadow | + +### Insightful Sage + +| Task | Fame Points | Accolade | +|------|-------------|----------| +| Have a combined total production of 1,404 Knowledge | 15 | Discendo Discimus | +| Fulfill 9 Research Inspirations | 15 | Scientia Potestas Est | +| Fulfill all Inspirations that hearken to Anno's past or future | 15 | Nonanumerologist | +| Acquire a Discovery from the Hall of Fame | 15 | Orbis Non Sufficit | +| Research a repeatable Discovery again... And again | 30 | Ad Infinitum | +| Accumulate a total value of 1,602 Prestige | 15 | Pro Gloria | +| Have the Veneration Effect of 6 Patron Deities active at once | 50 | Bona Fides | +| Reach the fifteenth milestone of Devotion on an island | 15 | Devoted to Devotion | +| Unlock all Inspirations in one Research Category | 30 | Polygnostic | + +### Ninefold Annotator + +| Task | Fame Points | Accolade | +|------|-------------|----------| +| Fulfill 90 Contracts | 30 | Contractually Obliged | +| Receive the suggestion to take a break 9 times | 15 | One... More... Chain... | +| Have 9 Discoveries in the Research queue | 15 | Apodixic Appointer | +| Change a building's Skin with the Cosmetic Tool 9 times | 15 | De Novo | +| Open 9 Infocorners | 15 | Nota Bene | +| Group 9 ships into a fleet | 15 | Novarchus | +| Dedicate 9 islands to the same Patron God | 15 | Monopantheist | +| Set up 9 Trade Routes between different islands | 15 | Trails in the Sea | +| Host 9 events in the Amphitheater | 50 | Morituri Te Salutant | + +### Loyal Roman + +| Task | Fame Points | Accolade | +|------|-------------|----------| +| Have a Specialist in a Villa | 15 | Experto Crede | +| Build every Fashion production chain in Latium | 15 | Vestis Civitatem Facit | +| Place all 3 Amenities in Latium | 15 | City Watched | +| Appoint Cernunnos as a Patron God of an Island in Latium | 30 | Interpretatio Celtica | +| Resolve 10 Major Incidents | 15 | Semper Vigilo | +| Socket Uisarix and Obairrix in the same Villa | 15 | Reunionatrix | +| Feed your Patricians nothing but Oysters & Caviar for a total of 117 minutes | 30 | Clammed Up | +| Have 2,700 excess Workforce | 15 | Libertine Liberty | +| Have the highest Devotion to your Exalted Patron God of all Governors in Latium | 30 | Holier than Thou | + +### Indomitable Celt + +| Task | Fame Points | Accolade | +|------|-------------|----------| +| Settle your first island in Albion | 15 | Past the White Cliffs | +| Appoint two Celtic deities as Patron Gods on your islands | 15 | Tuatha Deorum | +| Provide Nobles with Wine while halting their Beer supply | 30 | In Vino Veritas | +| Discover all of Albion | 15 | Hic Svnt Dracones | +| Match the Celts in a drinking contest | 15 | The Last Drop | +| Connect Albion and Latium with a minimum of 3 Trade Routes | 15 | Cura Annonae | +| Remove all the marsh tiles from one of your islands | 15 | Terra Firma | +| House 2,205 Celtic residents on an island without Romanising a single one | 30 | Romani Ite Domum | +| Surpass 500 Health, Fire Safety, and Happiness in Albion | 50 | Shield of Albion | + +--- + +## Best Hall of Fame Unlocks + +There are many unlocks available through the Hall of Fame, but some have particularly significant impact on gameplay: + +### Top Tier Unlocks + +| Unlock | Tier | Why It's Valuable | +|--------|------|-------------------| +| **Merypath, Gromatic Surveyor** | Latium I | In the early game she makes exploration easier due to the +100% Discovery radius bonus. Late game she can captain a trade vessel to provide movement speed and make it easier for the vessel to harvest favorable winds. | +| **Actorius Maximinus, Nummularius Nonpareil** | Latium II | Provides additional income from your Markets. The more Denarii you have, the more you can build, purchase specialists, and expand to new islands. | +| **Mercury-Lugus** | Latium III | Mercury's Shrine provides +2 Income. Additionally, unlocking the Tier 2 veneration buff allows you to construct Gold Mines which are more efficient. | +| **Woodland Rebirth** | Latium IV | An incredibly powerful unlock that makes Woodcutter placement much easier, allowing you more flexibility when constructing a city. Woodcutters can plant their own trees in meadows - they still need 80 open tiles, but you can place them almost anywhere. | +| **Duct Irrigation** | Latium V | Once you unlock Aqueducts, you can use them to boost the efficiency of your farms. Since Farms take up a large amount of space, anything you can do to increase their efficiency is helpful. | +| **Arruns Spedius Fastus, Sutor Supra Crepidam** | Latium V | As your city grows, one of the biggest concerns becomes happiness as large cities have significant penalties to this attribute. This specialist helps provide a baseline level of happiness while increasing your Prestige which can be beneficial for diplomacy. | +| **Epona** | Albion I | A Celtic Goddess who provides bonuses to your livestock production. Her Exalted effect extends the range of your Warehouses by +30% making it easier to maintain massive cities. | +| **Menander of Nicomedes, Auspicious Haruspex** | Albion I | This specialist provides Belief (needed to activate Deity bonuses and Exaltation effects) plus Knowledge (used to unlock technologies). | +| **In Case of Emergence** | Albion I | Many of the resource buildings in Albion must be built on marshland, which early on leaves them very vulnerable to fire, unrest, and disease, so this technology is crucial to your ability to keep incidents under control in your city. | +| **Siochianri Bichearb, Boioran Rhapsodist** | Albion II | While this bard doesn't help your early game much, his bonuses are incredibly powerful when applied to a large city with multiple high tier service buildings - making him one of the best unlocks! | +| **Cernunnos** | Albion III | The Lord of the Forest provides bonuses to natural goods like Small Birds and Resin. In addition, his Veneration bonus Arboreal Rhizome causes your forest buildings to generate small amounts of other forest resources, making them incredibly efficient. | + +### Useful Starting Resources + +| Unlock | Contents | Value | +|--------|----------|-------| +| **Roman Material Pack** | 50t Timber, 40t Tiles, 30t Concrete | Makes it easier to start a city as you can use the Tiles and Concrete to build higher tier buildings and roads early on | +| **Roman Goods Pack** | 40t Sardines, 40t Porridge, 40t Tunics, 40t Pileus | Supercharges your early game allowing you to build a bigger initial city while still meeting the needs of your citizens | +| **Celtic Material Pack** | 50t Timber, 40t Tiles, 30t Wattle & Daub | Good way to boost early construction in Albion | +| **Mackerel Hauling** | Technology | You don't need to worry about the Mackerel fertility when providing Garum to your citizens (though not as important as other unlocks) | + +## Related Systems + +- [Trading](./trading.md) - Trade mechanics for earning Denarii +- [Settlement](./settlement.md) - Settling new islands + +## See Also + +- [Population Tiers](/docs/population-tiers/_index.md) - Population tier information +- [Specialists](/docs/specialists/_index.md) - Specialist bonuses and usage diff --git a/docs/systems/citizen-needs.md b/docs/systems/citizen-needs.md new file mode 100644 index 0000000..57015fb --- /dev/null +++ b/docs/systems/citizen-needs.md @@ -0,0 +1,250 @@ +# Citizen Needs + +**Entity Type:** SystemEntity + +The citizen needs system governs how population tiers advance. Each population tier has specific needs across categories like Food, Services, Fashion, Household, Marvels, and Culture. Meeting these needs allows citizens to upgrade housing and unlocks higher population tiers. + +## Core Concepts + +### Needs Points +Each type of good or service provides needs points. Higher tier citizens require more points per category. You can meet requirements by: +- Providing multiple lower-tier goods/services +- Providing a single higher-tier good/service +- Mixing tiers to reach the required point threshold + +Exceeding requirements grants additional city attributes. + +### Attributes +Goods and services provide attributes that improve your city: +- **Population** - Increases housing capacity +- **Income** - Generates gold +- **Happiness** - Improves citizen satisfaction +- **Health** - Reduces disease risk +- **Fire Safety** - Reduces fire risk +- **Knowledge** - Accelerates research +- **Belief** - Contributes to deity exaltation +- **Prestige** - Unlocks monuments and city status + +### Service Buildings +Service buildings provide benefits to surrounding houses within their radius. Larger buildings typically have larger service ranges. Position service buildings centrally to maximize coverage. + +### Radius Effects +Many buildings have area effects that boost or reduce attributes for nearby buildings: +- Green arrow up = positive effect +- Red arrow down = negative effect +- Half green/half red diamond = mixed effects + +--- + +## Latium Region + +### Liberti (Tier I) +Liberti have simple needs requiring only basic buildings. No fertilities are required for this tier. + +**Requirements:** 1 point each in Food, Services, and Fashion + +| Good/Service | Building(s) | Category | Attributes | Notes | +|-------------|-------------|----------|------------|-------| +| Sardines | Fishing Hut | Food | +1 Population, +1 Income | With the right discovery, provides +3 Income to nearby houses | +| Porridge | Oat Farm, Porridge Stand | Food | +2 Population | Small buildings, easy to fit in spare spaces | +| Market | - | Service | +1 Population, +1 Income | Market Forces discovery increases range by +25% | +| Tavern | - | Service | +1 Population, +1 Happiness | Small service area; place centrally | +| Tunics | Hemp Farm, Spinner | Fashion | +2 Income | Spinner provides +1 Income in radius; with research +1 Knowledge | +| Pileus | Sheep Farm, Pileus Felter | Fashion | +1 Income, +1 Happiness | Pileus Felter provides +1 Income in radius | + +### Plebeians (Tier II) +Plebeians require Tiles as a construction material (requires Clay from River Slots). Some goods require fertilities from other islands: +- One island with **Lavender** and **Mackerel** (or skip Mackerel with Discovery) +- Another with **Resin** and **Olives** + +**Requirements:** 3 points each in Food, Services, Fashion; 2 in Household + +| Good/Service | Building(s) | Category | Attributes | Notes | +|-------------|-------------|----------|------------|-------| +| Bread | Wheat Farm, Grain Mill, Bakery, Charcoal Burner | Food | +2 Population, +1 Income | Place Charcoal Burner away; Bakery increases income but reduces Fire Safety | +| Garum | Scomber's Shack, Salt Ponds, Garum Works | Food | +2 Income, +1 Happiness | Garum Works: +1 Income, -2 Happiness in radius | +| Sanctuary | - | Service | +1 Happiness, +2 Belief | Generous radius; can place towards edge of housing | +| Grammaticus | - | Service | +3 Knowledge | Small radius; position carefully to maximize Knowledge | +| Sandals | Pig Farm, Salt Ponds, Tannery, Sandal Maker | Fashion | +1 Population, +2 Income | Place Pig Farm and Tannery away; Sandal Maker close for +1 Income | +| Soap | Pig Farm, Renderer, Charcoal Burner, Lavender Farm, Soap Maker | Fashion | +1 Population, +2 Health | Complex chain; Lavender Farms give +1 Happiness; Soap Maker: +1 Health, -1 Happiness | +| Amphorae | Clay Pit, Resin Tapper, Charcoal Burner, Potter | Household | +2 Population, +1 Fire Safety | Resin Tapper needs forest; Clay Pit needs River slot | +| Olive Oil | Olive Grower, Olive Press | Household | +1 Population, +1 Income, +1 Health | Olive Press provides +1 Health in radius | + +### Equites (Tier III) +Equites have expensive tastes including goods only found in Albion. They introduce **Aqueducts** and the **Marvels** category. Aqueducts provide irrigation, mine boosts, and Health/Fire Safety bonuses to buildings in radius. + +**Requirements:** 7 points each in Food, Services, Fashion; 6 in Household; 4 in Marvels + +**New Materials:** Concrete, Marble (for some Marvels) + +| Good/Service | Building(s) | Category | Attributes | Notes | +|-------------|-------------|----------|------------|-------| +| Wine | Vineyard, Apiary, Vintner | Food | +3 Income, +1 Happiness, +2 Belief, -1 Knowledge | Vintner: +1 Income, +1 Prestige in radius; Apiaries can go in Lavender fields | +| Cheese | Ochs Farm, Dairy | Food | +2 Population, +3 Income, +2 Prestige | **Must be imported from Albion** | +| Aqueduct | Source, Aqueduct, Cistern | Service | +3 Health, +3 Fire Safety | Essential for managing Health and Fire Safety | +| Theatre | - | Service | +3 Happiness, +1 Knowledge, +1 Prestige | Large building with generous radius | +| Gambling House | - | Service | +2 Population, +3 Income, -2 Happiness | Requires discovery to unlock | +| Togas | Flax Farm, Snailery, Weaver, Dye Works, Loom Weavery | Fashion | +2 Population, +3 Prestige | Keep Dye Works away; Loom Weavery: +2 Income bonus | +| Brooches | Silver Mine, Silver Forge, Fibularium, Charcoal Burner | Fashion | +4 Income, +3 Belief | **Must be imported from Albion** | +| Writing Tablets | Sandarac Nursery, Apiary, Tabulus | Household | +2 Income, +3 Knowledge | Tabulus: +1 Knowledge in radius | +| Fine Glass | Mineral Quarry, Mineral Crusher, Sand Refinery, Glass Smelter, Charcoal Burner, Glassblower | Household | +3 Income, +2 Prestige | Resource-intensive; also needed by Elders and Nobles in Albion | +| Forum | - | Marvel | +2 Population, +2 Income, +3 Prestige | Requires Aqueduct Cistern connection | +| Baths | - | Marvel | +2 Population, +2 Health, +3 Fire Safety | Requires Aqueduct Cistern connection | + +### Patricians (Tier IV) +Patricians are the wealthiest class in Latium with complex, demanding supply chains. They unlock the Amphitheatre Marvel, which provides island-wide bonuses and enables Gladiatorial games. + +**Requirements:** 15 points each in Food, Service, Fashion; 14 in Household; 12 in Marvel; 8 in Culture + +**Rare Resources:** Gold (high Mercury-Lugus devotion helps) + +| Good/Service | Building(s) | Category | Attributes | Notes | +|-------------|-------------|----------|------------|-------| +| Amphitheatre | - | Marvel | +3 Population, +3 Happiness, +7 Prestige | Island-wide bonus; requires hundreds of materials and workers | +| Oysters with Caviar | Sturgeon Hatchery, Fish Gutter, Oyster Bed, Epicure of Water | Food | +3 Income, +3 Population, +2 Health | Epicure of Water: +1 Population, +1 Health in radius | +| Bird Tongue in Aspic | Bird Charmer, Tongue Plucker, Pig Farm, Renderer, Charcoal Burner, Epicure of Air | Food | +6 Income, -2 Happiness, +6 Prestige | **Must be imported from Albion** | +| Temple | - | Service | +2 Population, +6 Belief | Unlocks Exalted Veneration | +| Library | - | Service | -2 Fire Safety, +7 Knowledge, +3 Prestige | Great for research; watch Fire Safety penalty | +| Necklaces | Mineral Quarry, Gold Sifter/Mine, Goldsmith, Charcoal Burner, Jeweler | Fashion | +6 Income, +2 Prestige | Requires high Mercury-Lugus devotion for gold | +| Cloaks | Weld Crop, Copper, Greenhands, Sheep Farm, Birrus Stitcher | Fashion | +2 Population, +4 Income, +2 Happiness, +2 Health | **Must be imported from Albion** | +| Loungers | Snailery, Dye Works, Sheep Farm, Cushion Stuffer, Sandarac Nursery, Chair Maker | Household | +1 Population, +5 Income, +1 Happiness, -1 Fire Safety, +2 Prestige | Involved but worthwhile chain | +| Handmirrors | Silver Mine, Silver Forge, Charcoal Burner, Shell Gatherer, Narcissium | Household | +4 Income, +2 Health, +2 Knowledge, +2 Prestige | **Must be imported from Albion** | +| Lyres | Gold Washer/Mine, Goldsmith, Charcoal Burner, Sandarac Nursery, Gilder, Sheep Farm, Stringer, Lythier | Culture | +4 Income, +2 Belief, +2 Knowledge | Difficult due to gold; Lythier: +1 Income, +1 Happiness in radius | +| Chariots | Woodcutter, Reed Gatherer, Chassis Builder, Horsecatcher, Chariot Workshop | Culture | +5 Income, +2 Happiness, -1 Health, +4 Prestige | **Must be imported from Albion** | + +--- + +## Albion Region + +Albion has limited space, requiring smaller populations. You must choose between the **Celtic Path** or **Roman Path** when advancing from Waders. + +### Waders (Tier I) +Base tier for all Albion populations. No specific fertilities required. + +**Requirements:** 1 point each in Food, Services, and Fashion + +| Good/Service | Building(s) | Category | Attributes | Notes | +|-------------|-------------|----------|------------|-------| +| Cockles | Cockle Picker | Food | +1 Population, +1 Happiness | With discovery: +3 Income to nearby houses | +| Eels | Eel Grabber | Food | +1 Population, +1 Income | Must be built on Marshland | +| Market | - | Service | +1 Population, +1 Income | Market Forces: +25% range | +| Bardic Hearth | - | Service | +1 Population, +1 Happiness | Small radius; place near city center | +| Reed Shoes | Reed Gatherer, Shoe Weaver | Fashion | +1 Income, +1 Health | Reed Gatherer on Marshland; Shoe Weaver: +1 Happiness | +| Tunics | Hemp Farm, Spinner | Fashion | +2 Income | Spinner: +1 Income (with tech: +1 Knowledge) in radius | + +--- + +## Celtic Path (Albion) + +The Celtic path provides greater faith bonuses and unique Celtic marvels. Requires local Albion resources with some fertilities from different islands. + +### Smiths (Tier II) +**Requirements:** 3 points each in Food, Service, Fashion; 2 in Household + +**Construction Materials:** Wattle & Daub (Clay + Reeds), Tiles + +**Key Fertilities:** Dye Plants, Barley, Tin + +| Good/Service | Building(s) | Category | Attributes | Notes | +|-------------|-------------|----------|------------|-------| +| Cheese | Ochs Farm, Dairy | Food | +2 Population, +1 Income | Dairy: +2 Happiness; overproduce to export to Latium | +| Beer | Barley Farm, Malthouse, Charcoal Burner, Brewery | Food | +1 Population, +1 Income, +2 Happiness, -1 Knowledge | Place Charcoal Burner away; Brewery: -2 Fire Safety | +| Recreation Ground | - | Service | +1 Happiness, +1 Health, +1 Prestige | Funeral Games of Tailteann: +20% radius | +| Fanum | - | Service | +2 Belief, +1 Knowledge | Generous radius | +| Trousers | Sheep Farm, Weld Crop, Hosier | Fashion | +1 Population, +2 Income | Hosier: +1 Income, +1 Health in radius | +| Torcs | Copper Mine, Charcoal Burner, Wire-Twister | Fashion | +2 Income, +1 Prestige | All buildings have negative radius effects; Copper Mine needs mountain | +| Drinking Horns | Ochs Farm, Tin Mine, Horner | Household | +1 Population, +2 Happiness | Horner: +1 Income, +1 Happiness; Ochs on marshland; Tin on mountain | +| Clan Shields | Weld Crop, Tin Mine, Copper Mine, Bronze Smelter, Charcoal Burner, Shieldbeater | Household | +1 Belief, +2 Prestige | Complex chain with weak bonuses; skip until established | + +### Elders (Tier III) +Elders unlock **Cloaks** and **Chariots** (valued in Latium), plus Celtic marvels: **Sacred Grove** and **Barrow**. + +**Requirements:** 7 points each in Food, Service, Fashion; 6 in Household; 4 in Marvels + +**Construction Materials:** Granite blocks, Concrete + +| Good/Service | Building(s) | Category | Attributes | Notes | +|-------------|-------------|----------|------------|-------| +| Roast Beef | Ochs Farm, Saltwort Picker, Charcoal Burner, Earthen Oven | Food | +3 Population, +2 Income | Earthen Oven: -2 Fire Safety, +1 Population, +1 Income | +| Wine | Vineyard, Apiary, Vintner | Food | +3 Income, +3 Happiness, +2 Belief, -1 Knowledge | Requires Grapes from Latium; often better to import finished product | +| Alder Council | - | Service | +2 Population, +1 Belief, +2 Knowledge | Large radius | +| Theatre | - | Service | +3 Happiness, +1 Knowledge, +1 Prestige | Large radius; shared with Roman path | +| Gambling House | - | Service | +2 Population, +3 Income, -2 Happiness | Requires discovery | +| Cloaks | Weld Crop, Copper Mine, Greenhands, Sheep Farm, Birrus Stitcher | Fashion | +2 Population, +2 Health, +2 Income | Birrus Stitcher: +2 Income, +2 Health in radius | +| Fur Hats | Saltwort Picker, Saltwort Burner, Charcoal Burner, Beaver Trapper, Beaver Hatter | Fashion | +3 Income, +2 Happiness, +1 Health | Mixed/negative radius effects; place away from housing | +| Chariots | Woodcutter, Reed Gatherer, Chassis Builder, Horsecatcher, Chariot Workshop | Household | +3 Income, +1 Happiness, +2 Prestige | Requires significant Elders population for staffing | +| Fine Glass | Mineral Quarry, Mineral Crusher, Sand Refinery, Glass Smelter, Charcoal Burner, Glassblower | Household | +5 Income, +3 Prestige | **Must be imported from Latium** | +| Barrow | - | Marvel | +2 Health, +3 Belief, +2 Prestige | Large radius, small footprint; easy to fit between blocks | +| Sacred Grove | - | Marvel | +4 Belief, +3 Knowledge | Larger footprint; harder to place than Barrow | + +--- + +## Roman Path (Albion) + +The Roman path provides greater knowledge bonuses and access to Roman marvels and aqueducts. Requires many goods imported from Latium. May have diplomatic consequences. + +### Mercators (Tier II) +**Requirements:** 3 points each in Food, Service, Fashion; 2 in Household + +| Good/Service | Building(s) | Category | Attributes | Notes | +|-------------|-------------|----------|------------|-------| +| Bread | Wheat Farm, Donkey Mill, Charcoal Burner, Kitchen | Food | +2 Population, +1 Income | Place Charcoal Burner away; Kitchen placement depends on Fire Safety | +| Sausages | Herb Garden, Pig Farm, Charcoal Burner, Salisium | Food | +2 Population, +1 Happiness | Pig Farm/Charcoal Burner penalties; Salisium: +1 Pop, +1 Income, -2 Fire Safety | +| Grammaticus | - | Service | +3 Knowledge | Important if settling Albion first | +| Fanum | - | Service | +2 Belief, +1 Knowledge | Generous radius | +| Brooches | Silver Mine, Silver Forge, Fibularium, Charcoal Burner | Fashion | +2 Income, +1 Belief | Overproduce to export to Latium | +| Soap | Pig Farm, Renderer, Charcoal Burner, Lavender Farm, Soap Maker | Fashion | +1 Population, +2 Health, +2 Prestige | **Must be imported from Latium** | +| Amphorae | Mud Drier, Resin Tapper, Charcoal Burner, Amphorae | Household | +2 Population, +1 Fire Safety | Import from Latium or produce locally with Resin fertility | +| Olive Oil | Olive Grower, Olive Press | Household | +1 Population, +3 Income, +1 Health | **Must be imported from Latium** | + +### Nobles (Tier III) +Nobles unlock Roman aqueducts for Health and Fire Safety. Notable production chains include **Bird Tongue in Aspic** and **Handmirrors** (demanded by Patricians in Latium). + +**Requirements:** 7 points each in Food, Service, Fashion; 6 in Household; 4 in Marvels + +| Good/Service | Building(s) | Category | Attributes | Notes | +|-------------|-------------|----------|------------|-------| +| Bird Tongues in Aspic | Bird Charmer, Tongue Plucker, Pig Farm, Renderer, Charcoal Burner, Epicure of Air | Food | +4 Income, -2 Happiness, +3 Prestige | Complex chain; requires Mercators and Nobles; worth exporting to Latium | +| Wine | Vineyard, Apiary, Vintner | Food | +3 Income, +3 Happiness, +2 Belief, -1 Knowledge | Requires Grapes from Latium; often better to import | +| Aqueduct | Source, Aqueduct, Cistern | Service | +3 Health, +3 Fire Safety | Solves Health and Fire Safety issues | +| Theatre | - | Service | +3 Happiness, +1 Knowledge, +1 Prestige | Large radius; shared with Celtic path | +| Gambling House | - | Service | +2 Population, +3 Income, -2 Happiness | Requires discovery | +| Wigs | Flax Farm, Resin Tapper, Headpiece Maker, Horse Breeder, Wig Maker | Fashion | +3 Income, -1 Fire Safety, +3 Prestige | Requires significant Mercators/Nobles for staffing | +| Togas | Flax Farm, Snailery, Weaver, Dye Works, Loom Weavery | Fashion | +2 Population, +5 Prestige | **Must be imported from Latium** | +| Handmirrors | Silver Mine, Silver Forge, Charcoal Burner, Shell Gatherer, Narcissium | Household | +2 Income, +2 Health, +2 Knowledge | Requires significant population; Shell Gatherer needed | +| Fine Glass | Mineral Quarry, Mineral Crusher, Sand Refinery, Glass Smelter, Charcoal Burner, Glassblower | Household | +5 Income, +3 Prestige | **Must be imported from Latium** | +| Temple | - | Marvel | +2 Population, +6 Belief | Huge radius; significant Belief for Exaltation | +| Baths | - | Marvel | +2 Population, +2 Health, +3 Fire Safety | Requires Aqueduct Cistern | + +--- + +## Strategic Tips + +### Supply Chain Basics +- Most production chains: raw material building + processing building +- Connect chains to supply network via Trading Post or Warehouses +- Check production ratios for efficiency + +### Placement Guidelines +- **Service buildings:** Place centrally for maximum coverage +- **Positive radius buildings:** Place near housing (e.g., Spinners, Olive Press) +- **Negative radius buildings:** Place away from housing (e.g., Charcoal Burner, Pig Farm, Tannery) + +### Multi-Island Strategy +- Higher tier citizens require goods from multiple regions +- Set up trade routes between Latium and Albion +- Target islands with complementary fertilities: + - Latium: Lavender + Mackerel, Resin + Olives, Grapes + - Albion: Dye Plants, Barley, Tin + +### Specialists +Place specialists in your Villa or Officium for powerful city-wide effects that can supplement citizen needs. + +--- + +## Related Documentation + +- [Population Tiers](../population-tiers/_index.md) +- [Production Chains](../production-chains/_index.md) +- [Area Effects](./area-effects.md) +- [Trade Routes](./trade-routes.md) diff --git a/docs/systems/city-status.md b/docs/systems/city-status.md new file mode 100644 index 0000000..f163e02 --- /dev/null +++ b/docs/systems/city-status.md @@ -0,0 +1,108 @@ +# City Status + +**Entity Type:** SystemEntity + +City Status is a measure of growth determined by a city's population. As status increases, cities gain bonuses to Belief, Knowledge, and Prestige per residence, but also incur penalties to Health, Happiness, and Fire Safety. + +## Overview + +- Population determines city status +- Higher status grants bonuses per residence (Belief, Knowledge, Prestige) +- Higher status incurs penalties (Happiness, Health, Fire Safety) +- Starting at City Status II (Minor City), incidents like disease, fire, or unrest can occur +- Penalties scale based on exact population, not just status tier +- Two cities with the same status may have slightly different penalties based on where their population falls within the range + +## Regional Differences + +- **Latium:** Standard population requirements, more islands with larger open spaces +- **Albion:** Lower population requirements due to smaller islands; bonus pattern differs based on Celtic or Romanized path (more Knowledge or Belief bonuses respectively) + +## City Status Tiers (Latium) + +| Status | Population | Penalties | Bonuses (Per Residence) | +|--------|------------|-----------|------------------------| +| Outpost (I) | 0-200 | None | None | +| Minor City (II) | 200-400 | None | None | +| Major Colonia (III) | 400-800 | -1.3 Fire Safety | +1 Belief | +| Major Imperial City (IV) | 800-1,500 | -2.5 Happiness, -2.5 Fire Safety | +2 Belief, +1 Knowledge | +| Vast Imperial City (V) | 1,500-3,000 | -5 Happiness, -2.5 Health, -3.8 Fire Safety | +3 Belief, +2 Knowledge, +1 Prestige | +| Minor Megalopolis (VI) | 3,000-5,000 | -7.5 Happiness, -5 Health, -5 Fire Safety | +4 Belief, +3 Knowledge, +2 Prestige | +| Growing Megalopolis (VII) | 5,000-7,500 | -10 Happiness, -7.5 Health, -6.3 Fire Safety | +5 Belief, +4 Knowledge, +3 Prestige | +| Minor Monstropolis (VIII) | 7,500-10,000 | -12.5 Happiness, -10 Health, -7.5 Fire Safety | +6 Belief, +5 Knowledge, +4 Prestige | +| Growing Monstropolis (IX) | 10,000-15,000 | -13.8 Happiness, -12.5 Health, -7.8 Fire Safety | +7 Belief, +6 Knowledge, +5 Prestige | +| Major Monstropolis (X) | 15,000-20,000 | -15 Happiness, -12.8 Health, -8 Fire Safety | +8 Belief, +7 Knowledge, +6 Prestige | +| Vast Monstropolis (XI) | 20,000-25,000 | -16.3 Happiness, -13 Health, -8.3 Fire Safety | +9 Belief, +8 Knowledge, +7 Prestige | + +Cities can grow beyond Status XI, following the same bonus/penalty patterns. + +## Penalty Curve + +After Vast Imperial City (V), bonuses grow linearly (+1 Belief, +1 Knowledge, +1 Prestige per tier). However, penalties grow unevenly: + +- **Health penalties** increase sharply in early Megalopolis tiers +- **Happiness penalties** increase significantly at each tier +- **Fire Safety penalties** grow more gently + +Example: Transitioning from Vast Imperial City (V) to Minor Megalopolis (VI): +- Fire Safety: -3.8 to -5 (moderate increase) +- Health: -2.5 to -5 (doubles) +- Happiness: -5 to -7.5 (50% increase) + +The curve evens out around Status IX-X. Additionally, an Amphitheatre provides island-wide happiness bonuses that can negate happiness penalties entirely while also boosting population. + +## How to Raise City Status + +Status is tied to population, so the primary method is building more residences. However, each residence can house more citizens by: + +1. **Upgrading to higher population tiers** - A Liberti residence holds ~14 people; a Patrician residence can hold 30+ +2. **Providing goods with population bonuses** +3. **Building services and marvels** +4. **Using specialists** that provide population bonuses + +### Population-Boosting Goods + +| Good | Notes | +|------|-------| +| Sardines | Basic food | +| Porridge | Basic food | +| Cockles | Seafood | +| Eels | Seafood | +| Bread | Staple food | +| Cheese | Processed food | +| Beer | Beverage | +| Sausages | Processed meat | +| Roast Beef | Luxury food | +| Oysters with Caviar | High-tier luxury | + +### Population-Boosting Services and Marvels + +| Service/Marvel | Region | +|----------------|--------| +| Market | Both | +| Tavern | Latium | +| Bardic Hearth | Albion | +| Gambling House | Requires technology | +| Elder Council | Celtic | +| Forum | Latium | +| Baths | Both | +| Amphitheatre | Both | +| Shrine of Ceres | Latium | +| Shrine of Epona | Both | +| Shrine of Mars | Latium | + +### Specialist Example + +**Baker Augcrusta** adds +2 population when citizens are supplied with bread. This affects all Plebeians, Mercators, Equites, Nobles, and Patrician housing. + +## Tips + +- Higher tier houses can benefit from lower tier goods, but not vice versa (Patricians can eat Sardines, but Liberti cannot use Oysters with Caviar) +- Place Specialists in a Villa or Officium for additional bonuses +- Settling additional islands or opening trade routes helps provide exotic goods +- Use the "City Status on Incidents" game setting to adjust penalty difficulty + +## Related Systems + +- [Area Effects](./area-effects.md) - Building proximity modifiers +- [Maintenance Model](./maintenance.md) - Building upkeep costs diff --git a/docs/systems/fertility.md b/docs/systems/fertility.md new file mode 100644 index 0000000..142a45d --- /dev/null +++ b/docs/systems/fertility.md @@ -0,0 +1,99 @@ +# Fertility + +**Entity Type:** SystemEntity + +## Description + +Fertilities determine which resources are available on each island. Each island in Anno 117: Pax Romana has different fertilities, and some are unique to specific regions (Latium or Albion). As your empire expands, you will need goods from both regions to satisfy higher-tier citizens. + +## Checking Fertilities + +- View current island fertilities at the bottom left of the screen, near the mini map +- Discovered islands can be viewed in the Province map +- Building tooltips show fertility requirements + +## Universal vs Fertility-Dependent Resources + +Not all resources require a fertility. Some crops like Oat and Hemp can be grown on any island. However, resources that do require a fertility must be obtained through: +- Settling compatible islands +- Setting up trade routes +- Purchasing from rival factions + +## Fertility Table + +| Fertility | Region | Uses | +|-----------|--------|------| +| Mackerel | Latium | Garum | +| Lavender | Latium | Soap | +| Flax | Latium, Albion | Togas, Wigs | +| Murex Snail | Latium | Togas, Loungers | +| Iron | Latium, Albion | Weapons & Armor | +| Resin | Latium, Albion | Amphorae, Wigs | +| Olives | Latium | Olive Oil | +| Sandarac | Latium | Writing Tablets, Loungers | +| Oyster | Latium | Oysters with Caviar | +| Gold | Latium | Necklaces, Lyres | +| Marble | Latium | Marble Blocks | +| Minerals | Latium | Fine Glass, Mosaics, Necklaces | +| Sturgeon | Latium | Oysters with Caviar | +| Grapes | Latium | Wine | +| Pony | Albion | Chariots | +| Sea Shell | Albion | Handmirrors | +| Silver | Albion | Brooches, Handmirrors | +| Tin | Albion | Drinking Horns, Clan Shields | +| Granite | Albion | Granite Blocks | +| Herbs | Albion | Sausages | +| Dye Plants | Albion | Trousers, Cloaks | +| Copper | Albion | Clan Shields, Cloaks | +| Small Birds | Albion | Bird Tongues in Aspic | +| Barley | Albion | Beer | +| Saltwort | Albion | Roast Beef, Beaver Hats | +| Beaver | Albion | Beaver Hats | + +## Best Fertilities by Tier + +### Tier I (Liberti / Waders) + +All islands can fully meet the needs of Liberti and Waders without special fertilities. + +### Tier II (Plebeians / Smiths) + +- **Iron** (Latium or Albion) - Required for Weapons and Armor production for military, fleet expansion, and defenses +- **Resin and Olives** (Latium) or **Resin** (Albion) - Needed for household goods for Plebeians and Romanized Mercators + - Amphorae provide Population and Fire Safety bonuses + - Olive Oil grants Population, Income, and Health bonuses +- **Dye Plants and Copper** (Albion) - Meet Fashion needs for Smiths and Elders; also enables Clan Shields and Cloaks (which can be shipped to Latium for Patricians) +- **Tin** (Albion) - Needed for Drinking Horns or Clan Shields for Smiths +- **Silver** (Albion) - Used for Brooches (Mercators) and Handmirrors (Nobles); extras can be shipped to Patricians in Latium + +### Tier III (Equites / Elders) + +- **Grapes** (Latium) - Wine satisfies food needs for Equites and can be exported to Albion for Elders and Nobles (note: causes slight Knowledge penalty) +- **Marble** (Latium) - Required for buildings like Forum or Baths; can be traded from Zara Nitu if unavailable +- **Granite** (Albion) - Required for tier 3 buildings in Albion; can be traded from Athr Lorgwyn if unavailable +- **Minerals** (Latium) - Used to produce Fine Glass for Equites household needs and Mosaic for tier 4 buildings +- **Sea Shells** (Albion) - Combined with Silver to create Handmirrors (requires Romanized Nobles to harvest) +- **Murex Snails and Flax** (Latium) or **Flax and Amber** - Required for Togas or Wigs (Noble Fashion needs) + +### Tier IV (Patricians / Nobles) + +- **Oysters and Sturgeon** (Latium) - Produce Oysters with Caviar for Patricians (+3 Population, +3 Income, +2 Health) +- **Small Birds** (Albion) - Required for Bird Tongues in Aspic (high Income/Prestige but happiness penalty - best after building Amphitheatre) +- **Ponies** (Albion) - Required for Chariots (Patrician Culture need; also satisfies Elders Household Goods) +- **Gold** (Latium) - Required for Amphitheatre construction and produces Necklaces and Lyres for Patricians (difficult to produce in bulk without late-game technologies and Mercury-Lugus devotion) + +## Cross-Region Trade + +Higher tier citizens develop "exotic tastes" requiring goods from both regions: +- Patricians (Latium) demand Bird Tongues in Aspic, Cloaks, Handmirrors, and Chariots from Albion +- Plan your economy with trade routes and cities on multiple islands in both provinces + +## Related Systems + +- [Trade Routes](./trade-routes.md) - Setting up automated supply chains between islands +- [Diplomatic Trade](./diplomatic-trade.md) - Purchasing goods from rival factions + +## See Also + +- [Production Chains](/docs/production-chains/_index.md) +- [Population Tiers](/docs/population-tiers/_index.md) diff --git a/docs/systems/health-happiness-fire.md b/docs/systems/health-happiness-fire.md new file mode 100644 index 0000000..04e8638 --- /dev/null +++ b/docs/systems/health-happiness-fire.md @@ -0,0 +1,205 @@ +# Health, Happiness, and Fire Safety + +**Entity Type:** SystemEntity + +Health, Happiness, and Fire Safety are city attributes that affect the likelihood and severity of incidents. Keeping these attributes positive prevents disease outbreaks, uprisings, and fires from damaging your buildings. + +## Overview + +As your city grows, maintaining positive Health, Happiness, and Fire Safety becomes more challenging. Higher City Status levels apply increasing penalties per residence: + +| City Status | Happiness Penalty | Health Penalty | Fire Safety Penalty | +|-------------|-------------------|----------------|---------------------| +| Tier IV (Major Imperial City) | -3.9/residence | -1.4/residence | -3.2/residence | +| Tier VII (Growing Megalopolis) | -11.3/residence | -8.8/residence | -6.9/residence | + +*Note: Exact values vary based on population and difficulty settings.* + +## Incidents + +Once your city reaches level II, it becomes vulnerable to incidents: + +- **Disease** - Caused by low Health +- **Uprising** - Caused by low Happiness +- **Fire** - Caused by low Fire Safety + +Buildings damaged by incidents become ruins and cease to function until rebuilt. You can wait for passive rebuilding or use the Upgrade tool to rebuild immediately. + +### Major Incidents + +When any attribute drops below -500, major incidents can occur: + +| Attribute | Major Incident | Frequency | Buildings Affected | +|-----------|---------------|-----------|-------------------| +| Health < -500 | Plague (or Justinian Plague if very low) | ~24h (or ~12h if lower) | 30-50 | +| Happiness < -500 | Major Uprising | ~24h (or ~12h if lower) | 30-50 | +| Fire Safety < -500 | Inferno | ~24h (or ~12h if lower) | 30-50 | + +Major incidents trigger special events with multiple resolution options that may affect Emperor favor and provide temporary city buffs/debuffs. + +## City Watch Buildings + +The City Watch is your first line of defense against incidents: + +| Building | Color | Primary Effect | Function | +|----------|-------|----------------|----------| +| Vigiles | Red | Fire Safety | Send firefighters to extinguish and rebuild burning buildings | +| Custodia | Blue | Happiness | Patrol streets, quell riots, and suppress crime | +| Medici | Green | Health | Send Medica to treat diseased citizens | + +City Watch effects and patrol efficiency can be improved through Discovery Tree technologies. + +## Amenities + +Small buildings that provide attribute bonuses to nearby buildings (unlocked via research): + +| Amenity | Effect | +|---------|--------| +| Well | Fire Safety | +| Watchtower | Happiness | +| Latrine | Health | + +*Note: Amenities have small radii and no incident response patrols. Use them as supplementary bonuses rather than primary defense.* + +## Goods That Provide Attributes + +### Health + +| Good | Effect | Citizens | Region | +|------|--------|----------|--------| +| Soap | +2 Health | Plebeians, Mercators | Latium | +| Olive Oil | +1 Health | Plebeians, Mercators | Latium | +| Oysters with Caviar | +2 Health | Patricians | Latium | +| Cloaks | +2 Health (Patricians), +2 Health (Elders) | Patricians, Elders | Albion | +| Handmirrors | +2 Health | Patricians | Albion | +| Reed Shoes | +1 Health | Waders | Albion | +| Fur Hats | +1 Health | Elders | Albion | +| Chariots | -1 Health (Patricians) | Patricians, Elders | Albion | + +### Happiness + +| Good | Effect | Citizens | Region | +|------|--------|----------|--------| +| Pileus | +1 Happiness | Liberti | Latium | +| Garum | +1 Happiness | Plebeians | Latium | +| Wine | +1 Happiness (Equites), +3 Happiness (Elders, Nobles) | Equites, Elders, Nobles | Latium | +| Cloaks | +2 Happiness (Patricians) | Patricians, Elders | Albion | +| Loungers | +1 Happiness | Patricians | Latium | +| Chariots | +2 Happiness (Patricians), +1 Happiness (Elders) | Patricians, Elders | Albion | +| Cockles | +1 Happiness | Waders | Albion | +| Beer | +2 Happiness | Smiths | Albion | +| Drinking Horns | +2 Happiness | Smiths | Albion | +| Fur Hats | +2 Happiness | Elders | Albion | +| Sausages | +1 Happiness | Mercators | Albion | +| Bird Tongue in Aspic | -2 Happiness | Patricians, Nobles | Albion | + +### Fire Safety + +| Good | Effect | Citizens | Region | +|------|--------|----------|--------| +| Amphorae | +1 Fire Safety | Plebeians, Mercators | Latium | +| Wigs | -1 Fire Safety | Nobles | Albion | +| Loungers | -1 Fire Safety | Patricians | Latium | + +## Specialists + +Specialists can be socketed into Villas or Officiums to provide attribute bonuses: + +### Rare Specialists + +| Specialist | Effect | +|------------|--------| +| Buccaneering Bucketeer | +2 Fire Safety from Amphorae, if supplied | +| Roasted Roustabout | +1.2 Fire Safety to Residences in range | +| Materialist Medicus | +1 Health from Medici in range | +| Iron-Grade Ironist | +1.2 Happiness to Residences in range | +| Confident Vigilo | +1 Fire Safety from Vigiles in range | +| Urbane Auxilia | +1 Happiness from Custodes in range | + +### Epic Specialists + +| Specialist | Effect | +|------------|--------| +| Senuacus, Dousing Dozer | +1.8 Fire Safety to Residences in range | +| O'Buiochas, Master of Unwinding | +1.5 Happiness from Lythier in range | +| Iain Thespis, Brightener of Days | +1.8 Happiness to Residences in range | +| Octriuil, Gifted Healer | +1.8 Health to Residences in range | + +### Legendary Specialists + +| Specialist | Effect | +|------------|--------| +| Zeno Salvia, Collegiate of Rex Infernus | +3 Health and +0.5 Income to Residences in range | + +## Public Service Buildings + +Buildings that provide positive radius effects to all residences nearby: + +| Building | Effect | +|----------|--------| +| Tavern / Bardic Hearth | +1 Population, +1 Happiness | +| Market | +1 Population, +1 Income | +| Sanctuary | +1 Happiness, +2 Belief | +| Grammaticus | +3 Knowledge | +| Theatre | +3 Happiness, +1 Knowledge, +1 Prestige | +| Temple | +2 Population, +6 Belief | +| Library | -2 Fire Safety, +7 Knowledge, +3 Prestige | +| Recreation Ground (Celtic) | +1 Happiness, +1 Health, +1 Prestige | +| Fanum (Albion) | +2 Belief, +1 Knowledge | +| Alder Council (Celtic) | +2 Population, +1 Belief, +1 Knowledge | + +### Shrines + +| Shrine | Effect | +|--------|--------| +| Shrine of Ceres | +1 Population, +1 Health | +| Shrine of Epona | +1 Population, +1 Happiness | +| Shrine of Neptune | +1 Income, +1 Fire Safety | +| Shrine of Cernunnos | +1 Health, +1 Belief | + +*Tip: The bigger the public service building, the bigger its radius of influence. Higher tier roads also extend building influence.* + +## Marvels and Aqueducts + +Large structures with significant attribute bonuses: + +| Marvel | Effect | Province | +|--------|--------|----------| +| Aqueduct Cistern | +3 Health, +3 Fire Safety | Albion (Romanized), Latium | +| Forum | +2 Population, +2 Income, +3 Prestige | Latium | +| Baths | +2 Population, +2 Health, +3 Fire Safety | Latium | +| Amphitheatre (limit 1/island) | +3 Population, +3 Health, +7 Prestige | Latium | +| Barrow (Celtic) | +2 Health, +3 Belief, +2 Prestige | Albion | +| Sacred Grove (Celtic) | +4 Belief, +3 Knowledge | Albion | + +*The Aqueduct is crucial for fire safety in large cities - place cisterns around your city to supplement Vigiles coverage.* + +## Building Radius Effects + +Some production buildings apply negative effects to nearby residences: + +| Building | Effect | +|----------|--------| +| Charcoal Burner | -3 Health, -3 Fire Safety | +| Soapmaker | +1 Health, -1 Happiness | + +Place polluting buildings away from residences. Buildings like Soapmaker can be strategically placed near residences if you need Health and can afford the Happiness penalty. + +## Festivals + +Positive Health, Happiness, or Fire Safety can trigger festival opportunities through Ben-Baalion. Festivals provide temporary city-wide bonuses for several hours. However, festivals are not consistent enough to rely on as a primary attribute source. + +## Incident Settings + +Game Setup menu options affecting incidents: + +| Setting | Options | +|---------|---------| +| Incidents | Easy (fewer), Medium (balanced), Hard (more frequent) | +| Incident Protection | Off (default), On prevents incidents if attribute >1000, highest setting prevents if attribute is positive | +| City Status Impact on Incidents | Easy (no penalty), Medium (small penalty), Hard (severe penalty) | + +## Related Systems + +- [Area Effects](./area-effects.md) - General proximity bonus/penalty system +- [Maintenance Model](./maintenance.md) - Building upkeep costs diff --git a/docs/systems/settlement.md b/docs/systems/settlement.md new file mode 100644 index 0000000..e2d9093 --- /dev/null +++ b/docs/systems/settlement.md @@ -0,0 +1,102 @@ +# Settlement + +**Entity Type:** SystemEntity + +## Description + +Settling new cities on distant islands allows you to expand your empire, obtain new resources based on the unique fertilities available on each island, and build a province-spanning empire. + +## Requirements + +To settle a new island you need: + +1. **A Ship** - Your Flagship works well early game, but any seaworthy vessel is fine +2. **Construction Materials** - Load the ship with resources (especially Timber) via the Trading Post's Transfer Menu + - 20-30 Timber is sufficient if resources are scarce + - More materials make building the new city easier + +## How to Settle + +1. Load your ship with construction materials at your Trading Post +2. Select the vessel and click the "Transfer Menu" button to load goods +3. Sail to the target island and locate a beach area +4. **Important:** You cannot build a Trading Post on cliff areas - look for beach zones +5. Click the Trading Post plan that appears to place it +6. Pay the settlement fee in Denarii to the Emperor +7. Materials on the ship are automatically transferred to the new Trading Post + +## Settlement Costs + +The cost to settle a new island depends on: + +- **Island Size** - Larger islands cost more +- **Imperial Standing** - Better reputation means lower costs +- **Number of Islands Settled** - Each additional island in the province increases cost +- **Difficulty Settings** - Adjustable in Game Setup menu + +### Cost Examples (Normal Difficulty, Neutral Standing) + +| Settlement Cost | Large Island (Silvanium) | Small Island (Aurealis) | +|-----------------|-------------------------|------------------------| +| Low | 22,500 | 5,000 | +| Medium (+50%) | 33,750 | 7,500 | +| High (+100%) | 45,000 | 10,000 | + +**Tip:** Settlement costs can be changed at any time from the game menu. + +### Settlement Strategy + +Since all cost increases are multipliers on the base cost, it's more efficient to: +- Settle **larger islands first** when you can afford them +- Move to smaller islands later when multipliers are higher + +## Imperial Standing + +Your reputation with the Emperor affects settlement costs: + +- **Higher Reputation** = Lower settlement costs +- **Lower Reputation** = Higher settlement costs + +### Increasing Imperial Standing +- Complete Imperial Requests when offered +- Choose event options marked as "Favored" by the Emperor + +### Decreasing Imperial Standing +- Starting wars +- Failing or refusing Imperial Requests +- Making treaties with Raiders + +### Rebellion State + +If your reputation reaches -100 with the Emperor: +- Your cities enter **Rebellion** status +- **Benefits:** Exempt from land settlement fees and land taxes +- **Penalties:** + - Cannot host games at your Amphitheatre + - Cannot trade with Traders + - Imperial ships will attack your islands + +## Land Tax + +Each settled island incurs ongoing Land Tax based on island size. This is relatively small compared to the initial settlement fee. + +### Land Tax Examples + +| Land Tax | Large Island (Silvanium) | Small Island (Aurealis) | +|---------------|-------------------------|------------------------| +| Low | 100 | 25 | +| Medium (+50%) | 150 | 37 | +| High (+100%) | 200 | 50 | + +**Tip:** Land taxes can be changed at any time from the game menu. + +## Related Systems + +- [Trade Routes](./trade-routes.md) - Set up supply chains between islands +- [Diplomatic Trade](./diplomatic-trade.md) - Trade with other factions +- [Warehouse Cloud](./warehouse-cloud.md) - Island storage management + +## See Also + +- [Fertilities](../goods/_index.md) - Resources available per island +- [Starting City Layouts](../buildings/_index.md) - Layouts for new settlements diff --git a/docs/systems/trading.md b/docs/systems/trading.md new file mode 100644 index 0000000..f1d7323 --- /dev/null +++ b/docs/systems/trading.md @@ -0,0 +1,136 @@ +# Trading + +**Entity Type:** SystemEntity + +## Description + +Trading is an essential tool in Anno 117: Pax Romana. Early on, you can provide for everything your citizens need with one island, but soon enough you need to begin settling multiple islands to take advantage of their unique fertilities and trade goods between your cities. Trade is also a great source of income through selling goods to NPCs or ferrying them across the ocean with your ships. + +## Trade Categories + +Trade in Anno 117 is divided into two broad categories: + +### Passive Trading + +Passive trade means marking goods for sale at your Trading Post. When ships visit your Trading Post, they may purchase those goods automatically. + +### Active Trading + +Active trading refers to everything from manually sailing to another port to buy and sell, to setting up automated trade routes. + +## Passive Trading System + +### Trading Post Configuration + +Access the trading menu by clicking on any goods at your Trading Post. By default, goods are set to "No Trade." + +### Trade Options + +From left to right, the four options are: + +| Option | Description | +|--------|-------------| +| **No Trade** | Goods are not bought or sold | +| **Buy** | Automatically buy from visitors when under a certain stock level | +| **Sell** | Automatically sell to visitors when over a certain stock level | +| **Maintain** | Keeps stock at set level - buys when below, sells when above | + +### Stock Controls + +- **Top slider:** Used to set buy/sell threshold +- **Bottom slider:** Used to set minimum stock +- Alternatively, use the input boxes to set specific numbers + +### Tips for Passive Trading + +- Sell excess goods for Denarii to generate passive income +- Raw resources typically sell for less than finished items +- Consider this when planning island specialization + +## Active Trading System + +### Trade Route Setup + +1. Press **T** to enter the Trade Route menu +2. Manage existing Trade Routes or create new ones +3. Alternatively, select a ship and click "Create a Trade Route" + +### Simple Trade Route Example + +A basic route ferries goods between two islands: +1. At Island A: Load goods (e.g., Amphorae and Olives) onto the ship +2. Ship travels to Island B: Unload goods, load return cargo (e.g., Sardines) +3. Ship returns to Island A: Unload return cargo, reload original goods +4. Cycle repeats + +### Complex Trade Routes + +For optimized routes: +- Ships can carry up to 8 different goods using cargo slots efficiently +- Goods can occupy the same slot if they are loaded at one stop, then exchanged for something else before new goods are unloaded at the original stop +- You cannot have 2 different goods in the same slot at the same time +- Routes can have as many stops and different goods as you have slots for + +### Route Optimization + +A complex route might: +1. Collect raw materials from multiple production islands +2. Bring them to a central processing hub +3. Distribute finished goods back to the production islands + +## Ship Captains + +Equip your ships with captain specialists for bonuses: + +| Bonus Type | Effect | +|------------|--------| +| Goods Transfer Speed | Less time spent trading in port | +| Movement Speed | Ships travel faster | +| Cargo Weight Slowdown | Reduced penalties for carrying full cargo | +| Province Transfer Speed | Faster ferrying between Albion and Latium | +| Workforce Reductions | More ships with less crew | +| Favorable Wind Angle | Better able to take advantage of wind speed boosts | + +## Manual Trade + +### Direct Trading + +For occasional needs without setting up automated routes: +1. Manually sail to a port +2. Purchase required goods +3. Return home + +**Example:** When building new ships, you need Rope, Sails, and Timber. If your province is peaceful and doesn't need ongoing supply, manually purchase from a friendly port. + +### Contracts + +Contracts are special trade opportunities marked by a lighthouse with a quest marker outside of a port. + +**Contract Types:** +- Ferrying goods to the Lighthouse +- Eliminating Raiders +- Collecting Flotsam + +**Contract Benefits:** +- Pay significantly more than standard trading +- Limited availability - must wait for refresh after fulfilling + +**Example:** Marble normally sells for approximately 41 Denarii per talentum. A Marble contract might pay approximately 445 Denarii per talentum - roughly 10x the normal price. + +## Strategy Tips + +1. **Early Game:** Use contracts for extra Denarii +2. **Mid Game:** Set up passive trading to monetize surplus production +3. **Late Game:** Optimize complex trade routes to supply production chains across specialized islands +4. **Emergency:** Manual trade can quickly resolve shortages on islands + +## Related Systems + +- [Trade Routes](./trade-routes.md) - Detailed trade route configuration +- [Diplomatic Trade](./diplomatic-trade.md) - AI trading via treaties +- [Shipyard](./shipyard.md) - Ship construction for trade fleets + +## See Also + +- [Ships](/docs/ships/_index.md) - Ship types and capabilities +- [Specialists](/docs/specialists/_index.md) - Captain bonuses diff --git a/processed.md b/processed.md index e18302a..722453d 100644 --- a/processed.md +++ b/processed.md @@ -12,6 +12,24 @@ When Claude processes a JSON file and adds its data to docs.md, mark it here. - [x] anno-117-buildings_makrelenhuette-latium.json ## Pending Files +- [x] ign_anno-117-pax-romana_Should_You_Settle_Albion_or_Latium_First_3F.json +- [x] ign_anno-117-pax-romana_Gemini_in_the_Rough__Should_you_Pick_Brutus_or_Gaius_3F.json +- [x] ign_anno-117-pax-romana_Anno_117_How_to_Trade.json +- [x] ign_anno-117-pax-romana_How_to_Settle_New_Cities_and_Islands.json +- [x] ign_anno-117-pax-romana_Anno_117_City_Status_Guide.json +- [x] ign_anno-117-pax-romana_How_to_Manage_City_Health__Happiness_and_Fire_Safety.json +- [x] ign_anno-117-pax-romana_Celtic_vs_Romanized_Population_in_Albion.json +- [x] ign_anno-117-pax-romana_Anno_117_Fertility_Guide.json +- [x] ign_anno-117-pax-romana_How_to_Provide_Goods__26_Services_to_Meet_the_Needs_of_Your_Citizens.json +- [x] ign_anno-117-pax-romana_Starting_City_Layouts.json +- [x] ign_anno-117-pax-romana_Anno_117_Beginners_Guide__City_Building_Tips_and_Tricks.json +- [x] ign_anno-117-pax-romana_Hall_of_Fame_and_Accolades_Guide__26_Unlock_Checklist.json +- [x] ign_anno-117-pax-romana_Anno_117_Supply_Chains_Explained.json +- [x] ign_anno-117-pax-romana_Anno_117_Production_Ratio_Guide.json +- [x] ign_anno-117-pax-romana_Anno_117_Campaign_Mission_Checklist.json +- [ ] ign_anno-117-pax-romana_How_to_Trade.json +- [ ] ign_anno-117-pax-romana_topcontributors.json +- [ ] ign_anno-117-pax-romana.json - [x] en_anno-117-specialists_zielerfasser-mit-adlerauge.json - [x] en_anno-117-specialists_windbrecher.json - [x] en_anno-117-specialists_weitsichtige-pfeilmacherin.json diff --git a/scraped_data/ign_anno-117-pax-romana.json b/scraped_data/ign_anno-117-pax-romana.json new file mode 100644 index 0000000..b8f4c4b --- /dev/null +++ b/scraped_data/ign_anno-117-pax-romana.json @@ -0,0 +1,66 @@ +{ + "url": "https://www.ign.com/wikis/anno-117-pax-romana", + "source": "ign", + "title": "Anno 117: Pax Romana Guide - IGN", + "text_content": "Task Search\nChecklists\nGuides\nMarkers\nVideos\nSort and Filter\nNo Results\nChecklists\nNew Checklist\nAll Lists\nMy Checklists\nAll\nAll Lists\nMy Checklists\nHow creative can you get with your first free checklist?\nCreate a free account\nAnno 117: Pax Romana Guide\nBy\nTenkiei\n,\nJen Rothery\n,\n+2 more\nupdated\nNov 12, 2025\nReleased\nPlatforms\nNovember 13, 2025\nS\nDeveloper\nPublisher\nUbisoft\nUbisoft\nUp Next:\nAnno 117 Campaign Mission Checklist\nPrevious\nHow to Trade\nNext\nAnno 117 Campaign Mission Checklist\nTop Guide Sections\nAnno 117 Campaign Mission Checklist\nAnno 117 Production Ratio Guide\nAnno 117 Supply Chains Explained\nHall of Fame and Accolades Guide & Unlock Checklist\nWas this guide helpful?\nLeave feedback\nIn This Guide\nAnno 117: Pax Romana\nUbisoft\nNov 13, 2025\nLearn more\nGo to comments", + "tables": [ + [ + [ + "Released", + "Platforms" + ], + [ + "November 13, 2025", + "S" + ], + [ + "Developer", + "Publisher" + ], + [ + "Ubisoft", + "Ubisoft" + ] + ] + ], + "images": [], + "all_images": [ + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Checklist Creation" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Pax-romana-wiki-1.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Anno 117: Pax Romana" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/ESRBT.0593cb89.svg", + "alt": "ESRB: Teen" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/PCPlatform.661d13cd.svg", + "alt": "PC" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/PS5.54c85761.svg", + "alt": "PlayStation 5" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/XboxSeries.57f4ee4a.svg", + "alt": "Xbox Series X|S" + } + ], + "discovered_links": [ + "https://www.ign.com/wikis/anno-117-pax-romana/topcontributors", + "https://www.ign.com/wikis/anno-117-pax-romana/How_to_Trade", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Campaign_Mission_Checklist", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Production_Ratio_Guide", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Supply_Chains_Explained", + "https://www.ign.com/wikis/anno-117-pax-romana/Hall_of_Fame_and_Accolades_Guide_%26_Unlock_Checklist" + ], + "full_html_length": 176814 +} \ No newline at end of file diff --git a/scraped_data/ign_anno-117-pax-romana_Anno_117_Beginners_Guide__City_Building_Tips_and_Tricks.json b/scraped_data/ign_anno-117-pax-romana_Anno_117_Beginners_Guide__City_Building_Tips_and_Tricks.json new file mode 100644 index 0000000..6953cec --- /dev/null +++ b/scraped_data/ign_anno-117-pax-romana_Anno_117_Beginners_Guide__City_Building_Tips_and_Tricks.json @@ -0,0 +1,148 @@ +{ + "url": "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Beginners_Guide:_City_Building_Tips_and_Tricks", + "source": "ign", + "title": "Anno 117 Beginners Guide: City Building Tips and Tricks - Anno 117: Pax Romana Guide - IGN", + "text_content": "Task Search\nChecklists\nGuides\nMarkers\nVideos\nSort and Filter\nNo Results\nChecklists\nNew Checklist\nAll Lists\nMy Checklists\nAll\nAll Lists\nMy Checklists\nHow creative can you get with your first free checklist?\nCreate a free account\nAnno 117 Beginners Guide: City Building Tips and Tricks\nBy\nTenkiei\n,\nJen Rothery\n,\n+2 more\nupdated\nNov 21, 2025\nThe campaign for Anno 117: Pax Romana acts as an extended tutorial, giving you missions that guide you through the city building process. But the game's sandbox mode is more hands off (even if you have tutorials enabled). So here are some\nAnno 117 tips and tricks\nto help you along in your journey to building an empire that spans from Latium all the way to Albion.\nClick the links below to jump to:\nBuild (and Upgrade) Warehouses\nUse Building Radii to Maximize Attributes\nExtend your Public Service Range\nExpand to new Islands\nUse Your Tools\nCheck Your Resources\nPay Attention to Efficiency\nBuild A Strong Navy\nSpecialize!\nChoices Matter\nHall of Fame\nAlbion or Latium\nBuild (and Upgrade) Warehouses\nWarehouses\nare the lifeblood of your supply chain. They act as a pick up and drop off point for resources, and also connect any buildings they are on the same road as to your\nTrading Post\nor\nGovernor's Villa\n. This means\nWarehouses\nare key as you begin to expand your city beyond the shore.\nBut sometimes you may notice your\nWarehouses\ngetting overloaded. Early on, your only option is to build another\nWarehouse\nto handle the additional traffic. But after you research the\nWarehouse Organization\nand\nWarehouse Refinement\ndiscoveries you can upgrade the\nWarehouse\nwith more ramps allowing it to service more buildings.\nUpgrade Cost\nMaintenance Cost\nLoading Ramps\n250 Denarii, 25 Timber, 5 Tiles\n-12 Denarii/min, 10 Liberti/Waders\n4\n500 Denarii, 50 Timber, 15 Tiles (+5 Concrete in Latium)\n-20 Denarii/min, 15 Liberti/Waders\n6\nTip:\nEpona's exaltation the\nGreat Mare's Stride\nallows your Logistic carts to travel 30% further to pick goods up or drop them off.\nBecause a Warehouse counts as a connection to your\nTrading Post\nor\nVilla\n, you can use it to connect buildings to the rest of your city. This can occasionally be a way to fit things on smaller islands when space is tight. But when possible you should connect things via a road, as bonuses travel along roads and cannot transfer through a\nWarehouse\n. These houses are connected to the\nVilla\n, but they don't get any buffs from nearby buildings on the other side of the\nWarehouse\n.\nYou can\nlearn more about setting up supply chains with our guide\n.\nUse Building Radii to Maximize Attributes\nMany buildings provide positive or negative attributes in a radius around them. A green up arrow means the building provides positive attributes, a red down arrow means negative, and a mixed green and red diamond means both.\nProduction buildings like the\nSpinner\n,\nPileus Felter\n,\nSandal Maker\nand\nLavender Farm\nprovide positive attributes (Income, Population, Knowledge, Belief, Prestige, Health, Happiness, or Fire Safety) to buildings in their radius. Therefore you want to place them near clusters of houses to maximize that bonus.\nConversely, buildings like the\nCharcoal Burner\n,\nPig Farm,\nand\nRenderer\ninflict negative attributes on everything in their radius, so you want to place those away from your houses. Otherwise you put your city at risk for\nincidents like fire, disease, or unrest.\nExtend your Public Service Range\nIn addition, many public service buildings provide their bonuses to a number of buildings along the road. These are crucial for\nmeeting the needs of your citizens\n. Large buildings are easy to place, but smaller buildings have a smaller effective range. Early on, this means you need to place them at a central location.\nBut as you advance, there is another option: upgrading your roads.\nIn the image above, the\nPaved Roads\nsignificantly extend the\nMarket's\neffective range. There are 3 tiers of road, Dirt, Paved, and Marble. As you improve the roads across your empire you're able to cover larger distances and place your buildings more efficiently. This is especially important when you go from providing a few needs as you progress, to providing everything to maximize your attributes. As your\ncity's status increases, so do the attribute penalties\n. Public Services are your front line in combating this, keeping your citizens happy, healthy, and safe from fire.\nExpand for What's Missing\nYour initial island should have everything you need to make your Liberti or Waders happy, and may even satisfy your Plebeians, or Smiths. But soon enough your citizens begin demanding goods you cannot produce on your initial island. This means it's time to\nfound a new city\n. Look for an island with fertilities you are missing.\nIn this example the first island has\nMackerel\n,\nLavender\n,\nGrapes\n,\nOysters\n, and\nIron\n, while the second has\nResin\n,\nOlives\n,\nFlax\n,\nIron\n, and\nGold\n. This means the second island is a great settlement choice as you can use the resources to meet the needs of your Plebeians, and begin to satisfy your Equites.\nCheck our our Fertility guide to learn more.\nRelocate Buildings (Instead of Deleting Them)\nCity building can be messy work. Sometimes you make a mistake, other times you just need to expand and that means moving buildings. But when possible you should use the Relocate Tool (G), instead of the Demolish Tool (X). This way you can keep your buildings intact with any citizens that live there.\nWhile we're looking at the toolbar, here are a few more rapid-fire city building tips:\nThe Upgrade tool can also downgrade things if you hold Alt.\nPlanning a city is free, place down as many blueprints as you want then upgrade (and spend Denarii/Resources) once you're happy.\nBuild on diagonals; this is great for fitting buildings into odd corners.\nWhen a building needs to be surrounded by fields, sometimes you can place something else nearby. For example an Apiary can be surrounded with Lavender fields allowing you to double up on the space!\nKeep a few spare workers, in case buildings are affected by a supply deficiency or incident, 20-30 are usually enough.\nCheck out our\nStarting City Layouts guide to learn more about building your first city!\nCheck your Resources\nClick your governor's profile to check the statistics. This menu has information about your production and consumption of goods. The green bars represent your production, the white bars represent demand. You can also see whether the stock is rising, stable, or falling (with the arrows), check the production chain efficiency, and the profitability.\nThis menu makes it easy to spot deficiencies in your supply chain. You might be able to address them by building on your current island, or you might need to settle a new island. Alternatively, you could look for a NPC to trade with, you can purchase goods from them to fulfill citizen needs, or fix gaps in your supply chain.\nTrade is also a great way to make a profit by selling excess goods.\nYou can learn more with our Trade Guide.\nPay Attention to Efficiency\nEarly production chains require 1 building of each type. But things start getting more complicated as you progress. The\nTiler\nfor example has a processing time of 1:00 per 1t, but the\nClay Pit\nhas a processing time of 0:30 per 1t. This means your\nClay Pit\nproduces 2t of\nClay\nin the time it takes your\nTiler\nto take 1t of\nClay\nand 1t of\nCharcoal\nand turn it into 1t of\nTiles\n. The\nCharcoal Burner\nalso has a processing time of 30s. This means an optimal supply chain is 1\nClay Pit\n, 1\nCharcoal Burner\n, and 2\nTilers\n.\nTip:\nCheck out our Production Ratio guide to learn more!\nThere are other ways to boost your production, be it socketing a specialist in your Villa, or worshipping the compatible deity.\nCeres\n, for example, boosts the production (based on your devotion to her) for the Bread, Porridge, Wine, Beer, and Olive Oil supply chains. In addition she provides all of your residences with up to +4 population. You can dedicate each island to a different god depending on your needs, behold the power of Polytheism!\nAnother way to increase your efficiency is by researching discovery. This requires the knowledge attribute. Some discoveries directly increase production efficiency. But others allow your buildings to be more flexible.\nBuild A Strong Navy\nFor the most part, raiders are more of an annoyance than a threat. They are unlikely to muster the forces needed to take over an island provided you have even the most basic of defenses. However, they may raid your shores or sink your ships. To counter this, you can build a strong navy.\nYou can use these ships to escort your vessels while trading, or park them outside of the pirate base and send anything that tries to leave straight to the bottom! If you plan to get into a war with a rival, or rebel against the emperor a strong navy is your best defense, because no one can land troops on your island if you sink their transport ships before they reach your shores.\nSpecialize, Specialize, Specialize\nSpecialists provide a huge boost to your empire. You can socket them into the Governor's Villa on each island, then place even more in an Officium.\nSpecialists come in 4 difficulties: Common, Rare, Epic, and Legendary. Common Specialists have minor bonuses, Rare and Epic Specialists are more powerful. For example Baker Augcrusta (shown above), gives +2 population to all Plebeian, Equite, or Patrician housing when you supply them with bread. Legendary specialists are even more powerful and often have unique effects.\nYou can also appoint a specialist as the captain of your vessel, providing it with additional bonuses.\nHead over to an Imperial Representative, Valeria, or Manx's ports to buy and reroll specialists. The higher your standing with the Emperor, the cheaper it is to buy Specialists and the more options you have when rerolling them. Along with min-maxing your city, rolling the perfect specialists is one of the most time consuming (and expensive) things you can do.\nChoices Matter\nMost events offer you a choice. Usually there are at least 2 options with distinct outcomes, plus a neutral outcome where nothing much happens. For example,\nGemini in the Rough\nis an event where you pick between hiring one of 2 brothers, Brutus or Gaius and gaining a new specialist for your city.\nFestivals also offer a choice, do you pay for it outright, contribute goods, or postpone?\nSome choices can also increase or decrease your reputation with the Emperor. Having a positive reputation gives you discounts at traders, more specialist reroll options, and some special privileges if your reputation reaches 100. Meanwhile a negative reputation inflicts penalties when buying land, and if you reach open rebellion the Emperor may send ships to attack your cities. Though that path may lead to some perks as well, if you prevail in combat.\nHall of Fame Unlocks\nAccolades and the Hall of Fame are more than just achievements. They're a meta-progression system which gives you access to new technologies, Legendary Specialists, new gods and more, all available from the start of your city.\nMake sure to spend your Fame to unlock these perks. If you want to know more,\ncheck out our Hall of Fame and Accolades guide.\nLatium vs Albion\nWhere should your settle first, Latium or Albion?\nFor the short answer, Latium is safe and has a lot of room for you to build. Albion is more challenging but offers interesting optimization puzzles. But if you want to know more about the minutiae, check out our guide linked above.\nIn addition, once you reach Albion, you need to choose between the Celtic Path, or the Roman path for your citizens.\nCeltic cities use more of the resources native to Albion, and get along better with native NPCs. But may result in diplomatic frictions with the empire. Additionally, they provide your city with more Belief bonuses. Romanized cities demand resources from Latium, and please the emperor, but may invoke the ire of Voada and her Scathach. In addition, Romanized cities provide more knowledge which you can use to research key discoveries.\nLearn more with our guide on which path to pick in Albion.\nUp Next:\nHow to Trade\nPrevious\nHow to Provide Goods & Services to Meet the Needs of Your Citizens\nNext\nHow to Trade\nTop Guide Sections\nAnno 117 Campaign Mission Checklist\nAnno 117 Production Ratio Guide\nAnno 117 Supply Chains Explained\nHall of Fame and Accolades Guide & Unlock Checklist\nWas this guide helpful?\nLeave feedback\nIn This Guide\nAnno 117: Pax Romana\nUbisoft\nNov 13, 2025\nLearn more\nGo to comments", + "tables": [ + [ + [ + "Upgrade Cost", + "Maintenance Cost", + "Loading Ramps" + ], + [ + "250 Denarii, 25 Timber, 5 Tiles", + "-12 Denarii/min, 10 Liberti/Waders", + "4" + ], + [ + "500 Denarii, 50 Timber, 15 Tiles (+5 Concrete in Latium)", + "-20 Denarii/min, 15 Liberti/Waders", + "6" + ] + ] + ], + "images": [], + "all_images": [ + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Checklist Creation" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Warehouse as a Trade Hub -an117img5.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Warehouse Connection - 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an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Tiler Processing Time - an117img2.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Ceres Belief - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Albion Technology Replanting - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Navy ships - an117ing.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Baker Agcrusta - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Ship with Captain - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Hire Gaius Specialist - 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Anno 117: Pax Romana Guide - IGN", + "text_content": "Task Search\nChecklists\nGuides\nMarkers\nVideos\nSort and Filter\nNo Results\nChecklists\nNew Checklist\nAll Lists\nMy Checklists\nAll\nAll Lists\nMy Checklists\nHow creative can you get with your first free checklist?\nCreate a free account\nAnno 117 Campaign Mission Checklist\nBy\nTenkiei\n,\nJen Rothery\n,\n+2 more\nupdated\nNov 21, 2025\nAnno 117: Pax Romana has a short campaign where you play through 6 missions exploring the story of Marcus or Marcia, a new governor assigned to rebuild the ruined city of Ambrosia. In addition to the story content, the campaign functions as an extended tutorial, introducing you to most of the game's core concepts. Use this mission checklist to track your progress as you play through the campaign, and peek ahead to future goals. Depending on some of your decisions, especially around optional missions your options may vary slightly from this guide. This was based on a playthrough of Marcus's story, but the tasks required for Maria's route are similar.\nWARNING - Many of the mission names and goals include spoilers that reveal the events of the campaign.\nMission I\nMission II\nMission III\nMission IV\nMission V\nMission VI\nMission VII\nHow to Avoid Getting Stuck\nAt times, there are some tasks which might not be straightforward. But there are a couple of tools you can use. The image below shows 2 examples of this, the first is an arrow that appears when you mouse over a quest objective. Click it to be shown the location\n, even if you haven't discovered it yet\n! The second is the game Help panel, accessed by clicking the\ni\nat the top left of most tooltips. This shows you more information about the building or feature.\nChoices in the Campaign\nDuring the campaign, there are frequent events, and these often come down to a choice. An example of this is the Family Matters event, your choice matters for how the story plays out during Act 1, but it does not directly impact your city, you have the same resources and parameters regardless of whether you cover for Diana, or beg her to attend the party.\nNow an example of an event which does affect your city, the \"Campaign Funds\" event has 2 options, accept or decline. If you accept, you gain 10,000 Denarii, if you decline you don't.\nSo with the basics of navigating the campaign out of the way, let's get into the missions.\nI - A Curse Dispelled\nSetting the Stage\nBuild 1 Woodcutter in the Forest\nBuild 1 Sawmill in the forest\nTip:\nClick the Timber to see your supply chain!\nThen build a road to connect them to your trading post\nA Hopeful Return\nBuild 10 Libertus Residence\nTip:\nyou need to connect everything to a road, but if you make a mistake\nhead over to your Tools tab or press (G) to relocate or (X) to demolish the road/houses and fix your mistake.\nA Return to Something Lost\nReach 100% of food needs for Liberti Residents\nClick on your Liberti, click on the food to unlock it. Select either\nSardines\nor\nPorridge\nto begin the supply chain.\nSardines require a fishing hut placed on the coast, connected to a road\nPorridge requires an Oat Farm (plus surrounding fields) and a Porridge Stand\nTip:\nBuild the farm some distance away to give your settlement room to grow then use the Porridge Stand to connect it to your citizens.\nYou can also learn more about providing goods and meeting the needs of your citizens here.\nThe People’s Return\nAttract 20 Liberti\nTip:\nit takes some time to populate, if you provide the 2nd food type, your houses can support more as they gain additional attributes.\nTip2:\nyou can also build extra houses, you’ll need them later anyway.\nDinner with the Emperor\nAwait the Imperial Barge\nWhen it arrives, click on the barge to dine with the emperor\nTip:\nyou are prompted if you want to bring sardines, or just yourself. This has NO impact on the story outside of some funny dialogue, so do whatever you prefer.\nFinally, Transport\nSelect your new flagship issued by the emperor (left click) and sail back to Juliana (blue)\nJuliana Gone Public\nMeet 100% of public service needs for Liberti Residents, you need a Market or a Tavern.\nA Market provides Population and Income\nA Tavern provides Population and Happiness\nTip:\nSince unrest is not an issue for smaller settlements a market can help your economy get ahead early. Like before you can always build the other one later!\nEmperor’s New Vestments\nReach 100% of your Liberti's Fashion Needs\nTunics provide more Income, to make tunics you need to set up a supply chain with a hemp farm and spinner\nMeanwhile Pilei provide a mix of Income and Happiness. This requires a supply chain with a sheep farm and a pileus felter.\nTip:\nthe sheep farm produces more sheep than the felter needs, but worry more about your supply chain efficiency later.\nThe People’s Return\nAttract Plebians by upgrading a residence\nYou can do this once you meet all the needs (green bar), if you exceed needs (white bar) you still gain attributes, and needs points, so oversupplying your citizens is good when you can afford to do it.\nThis costs 1 lumber per house you upgrade.\nA Curse Dispelled, Complete\nII - Julia’s Birthday\nGovernors are Versatile\nProduce 3 Tiles\nTiles require a Clay Pit and a Charcoal Burner\nPlace a Clay Pit in one of your river slots\nTip:\nPlace a Charcoal Burner in a wooded area (aim for 80 trees) far away from your main housing blocks to avoid negative effects.\nYou may need a Warehouse to store goods and connect these buildings\nTip:\nClay pit - 30s, charcoal burner - 30s, tile 1:00 so you can easily produce a lot of tiles by building 2 workshops, you may want to do this as you need a good number of tiles later.\nCheck out our Production Ratio guide to learn more about optimizing your production of goods.\nOptional:\nTake care of the food needs by creating bread or garum press\nBread gives more population, this requires a Wheat Farm, a Mill, and a Bakery. The Bakery provides some Income bonuses to nearby houses, but increases the risk of fire (you can combat this later when it becomes relevant).\nYou need a Garum press later anyway, this requires Salt Pits, Mackerel, and a Garum Press.\nTip:\nThis is a great time to place a Warehouse as a mid point to easily distribute goods within your city.\nForgotten Grandeur\nBuild a Grammaticus (unlocking Knowledge and the Discovery tree) or a Sanctuary (unlocking Belief and Patron Deities)\nWhy not both? Knowledge allows you to start advancing the tech tree, Religion lets you pick a patron deity and advance it for bonuses. Try to place both near your Plebians.\nStately Halls\nBuild this near your buildings as it radiates huge bonuses that increase as you add specialists!\nTip:\nnow is a good time to use some of your liberati workforce to clear some of the ruins, you can find the Brazen Bull which will be useful much much much later.\nScholar Governor\n(Requires a Grammaticus)\nBegin researching a Discovery, the Trading Post upgrade is a good place to start\nBirthday Preparations\nReply to the Emperor, he gives you some new tasks\nFestive Decorations\nSail your Flagship to Lilybaion to pick up the drapes\nSpeak to Valeria at the port to pick the drapes up\nTip:\nmouse over the quest and click when you see an arrow to be shown where to go on the map.\nA Vital Condiment\nBuild 1 Salt Ponds\nBuild 2 Scomber's Shacks\nBuild 3 Garum Works, this gives income but lowers happiness so you may wish to place it near your houses for the income, or away to preserve happiness and avoid unrest.\nTip:\nThis is an example of an optimized production chain! Salt Ponds produce 1t of salt every 30s, Scomber’s Shack produces 1t of Mackrel every 60s, The Garum Works takes 1t of Salt and 1t of Mackrel and needs 1:30 to produce 1t of Garum. So let’s look at 3:00 of gameplay, in that time the Salt Pond generates 6t of Salt, the 2 Scomber Shacks generate 3t/ea (6t total), and the 3 Garum Works turn 6t of Salt/Mackrel into 6t of Garum.\nAfter setting this up, load 5t of Garum onto your flagship\nDeliver this to the Imperial Villa\nTo Cap it All Off\nDeliver 20T of Tiles to Villa Augusta\nTip:\nSee, I told you that you’d need more tiles later!\nFamily Matters\nFind Diana’s Ship, last seen at the harbor in Lilybaion\nValeria believes she went towards Syrah\nHead to the red island on the west (left) side of the map\nApproach Diana’s Ship and speak to her\nOption 1\n- Cover for her, you deliver a gift in her stead\nOption 2\n- Beg her to come, plead with Diana to come to the party\nWhich to pick? There is no direct impact on your city, but the story implications are major for Act 1. Click the spoiler box below to learn more.\nShow\nSpoilers\nIf you bring Diana, she fights with the emperor, he has a heart attack and dies. If you cover for her, the emperor is assassinated by a slave.\nCelebrations Await\nReturn to the Villa\nJulia's Birthday - Complete\nIII - The Emperor is Dead\nA Time of Mourning\nBuild some houses or upgrade them to attract 25 more Liberti\nLighting the Pyre\nVisit Julia at the imperial Palace\nCollect Lucius’ Remains\nBring them to the Amphitheatre Ruins\nWait for Julia to Arrive\nSelect the Royal Pleasure Barge when she arrives\nLight the Pyre\nA Fitting Place of Rest\nClick on the ornaments tab to the left of the build tab.\nBuild 5 Trees\nBuild 5 Flowers\nBuild 5 Statues\nTip:\nthese do not need to be placed in a specific place, scatter them around your city to make it more beautiful, or put them in a big old blob in a corner.\nNews From Rome\nReturn to Villa Augusta\nTurning in the Badge\nCalidus demands that you return your Flagship to him (near his camp in the east)\nTip:\nYou do not have to do this immediately, but he does get increasingly angry the longer you take so don’t tarry too long.\nShipped off to Albion\nBuild a Shipyard\nCreate a supply chain for Rope, and Sails (both found in the same tab as the shipyard)\nBuild a Penteconter\nExile\nPick up your…elephant, from Calidus, no we’re not kidding.\nStock your ship with goods, 50x Timber is a good choice as it’s necessary to set up a new city in Albion.\nWith your goods, and elephant on board, meet up with the waiting escort fleet\nTip:\nit’s probably in the mists, mouse over the quest then click the arrow to show their location!\nThe Emperor is Dead - Complete\nIV - The Deep End\nChoosing an Island\nThere are 2 options for starting your settlement, the left island is a bit smaller, but not by much. The islands have slightly different fertilities, but this doesn’t matter until you reach T3 citizens.\nTip:\nthe right island offers Small Birds which are valued by Romanized Nobles.\nYou can check our Fertilities Guide to learn more about fertilities and production.\nAccept or Decline Calidus’ Funds\n(optional)\n- either gain 10,000 Denarii or don’t. No long term implications.\nFrontiertown\nAttract 50 Waders\nTip:\nWaders are the Albion equivalent to Liberti, and make up the bulk of your citizenry\nProvide Food & Public Services to your Waders\nFor Food you can build an Eel Catcher or a Cockle Gatherer\nFor Services you can build either a market or a Bardic Hearth\nReach 100% of Fashion Needs for Wader residents\nReed Gatherer and Shoe Weaver\nHemp Farm and Spinner\nAttract either Smiths (Celtic) or Mercators (Romanized)\nIf you are going for the peaceful route for the campaign, going Celtic here makes it easier. Alternatively if your solution to diplomacy is “kill everything that moves” going Romanized provides you with more options for Knowledge, advancing your research.\nCheck out our guide on the Celtic vs Roman paths to learn more.\nThis quest continues into part V\nAn Illusion of Security\nSail to the Procurator’s Trading Post\nSpeak with the Procurator\nScout out Carraig Mohr with Manx\nTip:\nManx can be found at the Procurator’s Trading post in the harbor\nFollow Manx to Voada’s Hill Fort\nTip:\nDon’t worry about the speed differences in your ships, if he gets too far ahead Manx waits for you to catch up.\nThe Servian Fleet\n(Optional)\nFind 3 Shipwrecks and gather resources\nClick the flotsam to gather resources\nThis gives you a variety of useful resources like Timber and Weapons\nTurning up the Old Trousers\nProduce 15 tiles\nTip:\nUnlike in Latium, here you need to gather clay via a Mud Drier which has 1:30 processing time.\nPrepare for the Worst\nBuild a Barracks\nAs you do, it’s a good idea to set up a weapon production supply chain. This involves mining copper, using a charcoal burner & smith to refine it, then building a forge to produce weapons.\nHaving additional Wader populace to staff your military is a good idea.\nRecruit 1 Auxilia (melee) or Archer (range)\nAuxilia are stronger at close combat, but archers can use hit-and-run tactics, or deal damage from behind walls.\nTip:\nCan’t choose? As long as you have enough Denarii and idle Waders, you can build both!\nThis quest continues into part V\nSpeak to the Procurator to move on to part V.\nThe Deep End - Complete\nV - Imperial Visit\nFrontiertown (pt 2)\nBuild a Governor’s Villa\nPrepare for the Worst (pt 2)\nRecruit Soldiers\nPlace Ornaments around your city to impress:\n10 Trees, 10 Flowers, 10 Statues\nHave 10T of Bread in stock\nAnswer Ben-Baalion’s Request\nSelect your Villa to discuss decorations\nTip:\nLike before there are choices to make, mouse over each option to see the consequences.\nFortify the City\n(Optional)\nThe emperor’s visit was a trap, to lure Voada into attacking and you’re caught in the middle! Now is a great time to shore up your defenses, but you don’t have long.\nBuild 2 Archer Towers\nConsider walls/gates\nTip:\nBuild some extra wader housing, if the combat damage your current housing or infrastructure you don’t want your economy to collapse.\nAmbushed!\nDefeat Voada’s Forces (1 unit of Axe Bearers and 3 Hordes)\nSpeak with the Procurator\nHe teaches you diplomacy and gives you a new mission, to deal with Voada.\nImperial Visit - Complete\nVI - The Voada Problem\nChoose your Path\nMilitary Solution which involves, conquering Carraig Mhor by destroying Voada’s hall of chiefs and 80% of her defenses.\nOptional:\nSabotage her military operations to weaken her forces.\nThe Diplomatic solution, complete Diplomatic quests to achieve a Ceasefire with Voada.\nMilitary: Sabotage the Scathach\n(Optional)\nDestroy Voada’s 3 Supply Fleets\nBuild a fleet of 3-4 ships, or buy them from friendly parties like the Procurator or Manx.\nDestroy the 3 small island outposts and kill the soldiers stationed there\nDiplomacy: The Roots of our Ancestors\nSettle the small forested island in the middle of the province\nAfter your settlement grows you will be asked to make a choice, do you fell the ancient oak? Or build a Fanum and conduct an animal sacrifice.\nFelling the oak angers Voada and leads you down the path of war, you need 5t of Wine for this.\nBuilding the Fanum moves you closer to the Celts, and requires 5t of Pigs (the sacrifice).\nDiplomacy: The Lost Cohort\nHead to the island in the north-east of the map to investigate. Make sure you have 1 land troop\nThe Alderman asks you to find his 5 horses. Zoom in and left click each!\nHead into the Gorge to locate the standard\nLearn the fate of the lost legion\nThen decide their fate.\nDiplomacy: Celtic Captives\nSpeak to the Procurator about his prisoners\nFind Voada’s Brother in the cells\nPretend you want to buy Voada’s Brother “for labor”\nDeliver 20t of Eels to the Procurator\nDecide Aodhan’s Fate\nReturn him to Voada - if you’ve been following the peaceful path this should be enough to lead you to victory\nFree him\nKeep him as a servant - this is the evil choice, and makes it harder to achieve peace\nMaking Allies\n(Optional)\nSail to Athr’s Harbor, speak to him\nBe polite if you wish to ally with him & continue the quest chain.\nAfter the meeting he summons you back later.\nHe will give you an Arthurian Quest to bring him a strange and Majestic Beast\nThis is where the Brazen Bull from the ruins of Ambrosia comes in!\nYou gain Athr’s Jolly Knights, a special cavalry unit.\nSecure the Limes\n(Optional)\nPushing the Border\nBuild a Shipyard\nRaise your City’s Status\nAttract Nobles or Alderman by fulfilling the needs of your Mercators or Smiths\nSecure your Capital\nBuild 100 walls\nBuild 2 dates\nTip:\nthis is pretty useless and resource intensive, feel free to skip!\nHave a military force of 3 units\nLucius’ Old Friends\nLocate the 3 embezzling tax collectors and deal with them (click the arrow on your quest)\nPaying your Dues\nCalidus demands 50,000 Denarii\nPay him 50,000\nPay him half (25,000)\nAsk for more time\nRefuse to pay him\nNote:\nwe found no consequences for refusing, but maybe he attacks you or asks again later if enough time passes?\nThe Voada Problem - Complete\nVII - A Homecoming Ovation\nFarewell Albion\nVisit the Procurator to return to Latium\nSail to the Quinquireme to depart\nTake a tour of Juliana and enjoy the festival (pass time)\nFreedom\nSail to Calidus’ Camp\nHe offers you a reward\nA Ship Worthy of Conquerors (extremely powerful Quinquireme with no maintenance costs)\nAsk for Great Riches - 100k Denarii\nA personal Favor - Free Ben, after all he’s been with you through thick and thin.\nEnd and Beginning - Free build mode, enjoy!\nA Homecoming Ovation - Complete\nUp Next:\nAnno 117 Production Ratio Guide\nPrevious\nAnno 117: Pax Romana Guide\nNext\nAnno 117 Production Ratio Guide\nTop Guide Sections\nAnno 117 Campaign Mission Checklist\nAnno 117 Production Ratio Guide\nAnno 117 Supply Chains Explained\nHall of Fame and Accolades Guide & Unlock Checklist\nWas this guide helpful?\nLeave feedback\nIn This Guide\nAnno 117: Pax Romana\nUbisoft\nNov 13, 2025\nLearn more\nGo to comments", + "tables": [], + "images": [], + "all_images": [ + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Checklist Creation" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Quest and Help Panel - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Story Outcomes, Quest - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Example Choice in Campaign - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Anno 117: Pax Romana" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/ESRBT.0593cb89.svg", + "alt": "ESRB: Teen" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/PCPlatform.661d13cd.svg", + "alt": "PC" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/PS5.54c85761.svg", + "alt": "PlayStation 5" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/XboxSeries.57f4ee4a.svg", + "alt": "Xbox Series X|S" + } + ], + "discovered_links": [ + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Campaign_Mission_Checklist", + "https://www.ign.com/wikis/anno-117-pax-romana/topcontributors", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Supply_Chains_Explained", + "https://www.ign.com/wikis/anno-117-pax-romana/Starting_City_Layouts", + "https://www.ign.com/wikis/anno-117-pax-romana/How_to_Provide_Goods_%26_Services_to_Meet_the_Needs_of_Your_Citizens", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Production_Ratio_Guide", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Fertility_Guide", + "https://www.ign.com/wikis/anno-117-pax-romana/Celtic_vs_Romanized_Population_in_Albion", + "https://www.ign.com/wikis/anno-117-pax-romana/Hall_of_Fame_and_Accolades_Guide_%26_Unlock_Checklist" + ], + "full_html_length": 428777 +} \ No newline at end of file diff --git a/scraped_data/ign_anno-117-pax-romana_Anno_117_City_Status_Guide.json b/scraped_data/ign_anno-117-pax-romana_Anno_117_City_Status_Guide.json new file mode 100644 index 0000000..ecdbe8f --- /dev/null +++ b/scraped_data/ign_anno-117-pax-romana_Anno_117_City_Status_Guide.json @@ -0,0 +1,183 @@ +{ + "url": "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_City_Status_Guide", + "source": "ign", + "title": "Anno 117 City Status Guide - Anno 117: Pax Romana Guide - IGN", + "text_content": "Task Search\nChecklists\nGuides\nMarkers\nVideos\nSort and Filter\nNo Results\nChecklists\nNew Checklist\nAll Lists\nMy Checklists\nAll\nAll Lists\nMy Checklists\nHow creative can you get with your first free checklist?\nCreate a free account\nAnno 117 City Status Guide\nBy\nTenkiei\n,\nJen Rothery\n,\n+2 more\nupdated\nNov 21, 2025\nCity Status\nin Anno 117 is a measure of growth, therefore, the way to raise your city's status is by increasing your population. As a city's status increases it gains bonuses to Belief, Knowledge, and Prestige. But with a bigger city comes new problems, in the form of penalties to Health, Happiness, and Fire Safety. Once you reach City Status II (Minor City), you begin experiencing incidents like disease, fire, or unrest. This becomes increasingly difficult to manage as your city grows. So if you want to learn\nhow to manage city Health, Happiness and Fire Safety\n, check out our guide on that topic!\nAnno 117 City Statuses Explained\nA city's\npopulation\ndetermines its\nstatus\n, but there are\nadditional factors\nwhen it comes to determining the\neffect\nof that status. Chief among them is a City's exact population, so two cities with the same \"Status\" may have slightly different penalties based on where their populations fall within the range. This also means you don't get hit with a huge penalty to Happiness, Health, or Fire Safety just because your city ticked over.\nIn Albion, there are differences between Romanized and Celtic cities. Because the islands in Albion are smaller and have less space, the City Status requirements are lower.\nTo keep things simple, the below table is for Status I to XI cities in Latium that are roughly near the minimum needed to achieve that status. If you continue to expand, your city can expand past XI, but the bonus pattern doesn't change. Cities in Albion have lower population requirements, and give\nmore bonuses to Knowledge or Belief depending on whether you choose the Celtic path or the Roman path.\nStatus\nPopulation\nPenalties\nBonuses (Per Residence)\nOutpost (I)\n0-200\nNone\nNone\nMinor City (II)\n200-400\nNone\nNone\nMajor Colonia (III)\n400-800\n-1.3 Fire Safety\n+1 Belief\nMajor Imperial City (IV)\n800-1,500\n-2.5 Happiness, -2.5 Fire Safety\n+2 Belief, +1 Knowledge\nVast Imperial City (V)\n1,500-3,000\n-5 Happiness, -2.5 Health, -3.8 Fire Safety\n+3 Belief, +2 Knowledge, +1 Prestige\nMinor Megalopolis (VI)\n3,000-5,000\n-7.5 Happiness, -5 Health, -5 Fire Safety\n+4 Belief, +3 Knowledge, +2 Prestige\nGrowing Megalopolis (VII)\n5,000-7,500\n-10 Happiness, -7.5 Health, -6.3 Fire Safety\n+5 Belief, +4 Knowledge, +3 Prestige\nMinor Monstropolis (VIII)\n7,500-10,000\n-12.5 Happiness, -10 Health, -7.5 Fire Safety\n+6 Belief, +5 Knowledge, +4 Prestige\nGrowing Monstropolis (IX)\n10,000-15,000\n-13.8 Happiness, -12.5 Health, -7.8 Fire Safety\n+7 Belief, +6 Knowledge, +5 Prestige\nMajor Monstropolis (X)\n15,000-20,000\n-15 Happiness, -12.8 Health, -8 Fire Safety\n+8 Belief, +7 Knowledge, +6 Prestige\nVast Monstropolis (XI)\n20,000-25,000\n-16.3 Happiness, -13 Health, -8.3 Fire Safety\n+9 Belief, +8 Knowledge, +7 Prestige\nIf you're struggling, you can\nadjust the penalties implied by larger cities using the City Status on Incidents setting in the menu\n.\nPenalty Curve\nAfter you reach the size of Vast Imperial City, the\nbonuses\nyou gain from City Status grow in a linear manner. You get +1 Belief, +1 Knowledge, and +1 Prestige per Residence. But the\npenalties\ndo not follow a similar curve. They grow more unevenly, which means you need to worry more about some attributes than others as your city grows. For example when going from a\nVast Imperial City (V)\nto a\nMinor Megalopolis (VI)\nthe Fire Safety penalty goes from -3.8 to -5, a fairly tame increase. But the Health penalty jumps from -2.5 to -5 and the Happiness penalty increases from -5 to -7.5. This means you need to put a significant amount of effort into accounting for these attributes.\nThis curve starts to even out around Class IX (9) and X (10). The penalties added per level are more gentle, and if you've constructed an Amphitheatre the happiness bonus it provides to everything on your island should completely negate happiness penalties (while also providing a huge population bonus). So next up let's talk about how you raise a city's status and grow your small Outpost into a Monstropolis in the first place.\nHow to Raise a City's Status\nSince status is tied to population, the simple answer is build more houses to increase your population. But more people means more problems. You need to\nbuild supply chains, to ensure your citizens have the goods they require\n. This means more production buildings, and support services. This simple fix is further complicated by the fact that each island only has so much space, you cannot simply continue building more houses forever! So instead, you need to increase your population attribute. This means more people can live in a given house. A Libertus residence might have a population of 14, whereas a Patrician residence can have 30+ (depending on the resources you supply).\nLook for resources with the Population attribute, or Public Service and Marvel buildings which provide population. Here are some examples of Goods and Services which increase population:\nGoods\nServices / Marvels\nSardines\nMarket\nPorridge\nTavern (Latium)\nCockles\nBardic Hearth (Albion)\nEels\nGambling House (requires technology)\nBread\nAlder Council (Celtic)\nCheese\nForum\nBeer\nBaths\nSausages\nAmphitheatre\nRoast Beef\nShrine of Ceres, Epona, or Mars\nOysters with Caviar\nRemember, higher tier houses can gain the effects of lower tier goods, but the reverse does not apply. You can supply\nSardines\nto your Patricians, but you cannot satisfy your Liberti with\nOysters and Caviar\n. In addition, some specialists provide population.\nBaker Augcrusta,\nfor example, adds +2 population when your citizens are supplied with bread. This means her buff applies to all Plebeian, Mercator, Equite, Noble, and Patrician housing.\nSo the longer answer on \"how do I raise my City's status\" is that you should build more high tier housing, while providing goods and services with a population bonus. You then need to settle additional islands (or open trade routes) to provide these exotic goods, and place Specialists in a Villa or Officium for even more bonuses. This approach works in both Latium and Albion but it's easier to pull off in Latium where there are more islands with large open spaces. Good luck in creating your own monster city!\nUp Next:\nHow to Settle New Cities and Islands\nPrevious\nHow to Manage City Health, Happiness and Fire Safety\nNext\nHow to Settle New Cities and Islands\nTop Guide Sections\nAnno 117 Campaign Mission Checklist\nAnno 117 Production Ratio Guide\nAnno 117 Supply Chains Explained\nHall of Fame and Accolades Guide & Unlock Checklist\nWas this guide helpful?\nLeave feedback\nIn This Guide\nAnno 117: Pax Romana\nUbisoft\nNov 13, 2025\nLearn more\nGo to comments", + "tables": [ + [ + [ + "Status", + "Population", + "Penalties", + "Bonuses (Per Residence)" + ], + [ + "Outpost (I)", + "0-200", + "None", + "None" + ], + [ + "Minor City (II)", + "200-400", + "None", + "None" + ], + [ + "Major Colonia (III)", + "400-800", + "-1.3 Fire Safety", + "+1 Belief" + ], + [ + "Major Imperial City (IV)", + "800-1,500", + "-2.5 Happiness, -2.5 Fire Safety", + "+2 Belief, +1 Knowledge" + ], + [ + "Vast Imperial City (V)", + "1,500-3,000", + "-5 Happiness, -2.5 Health, -3.8 Fire Safety", + "+3 Belief, +2 Knowledge, +1 Prestige" + ], + [ + "Minor Megalopolis (VI)", + "3,000-5,000", + "-7.5 Happiness, -5 Health, -5 Fire Safety", + "+4 Belief, +3 Knowledge, +2 Prestige" + ], + [ + "Growing Megalopolis (VII)", + "5,000-7,500", + "-10 Happiness, -7.5 Health, -6.3 Fire Safety", + "+5 Belief, +4 Knowledge, +3 Prestige" + ], + [ + "Minor Monstropolis (VIII)", + "7,500-10,000", + "-12.5 Happiness, -10 Health, -7.5 Fire Safety", + "+6 Belief, +5 Knowledge, +4 Prestige" + ], + [ + "Growing Monstropolis (IX)", + "10,000-15,000", + "-13.8 Happiness, -12.5 Health, -7.8 Fire Safety", + "+7 Belief, +6 Knowledge, +5 Prestige" + ], + [ + "Major Monstropolis (X)", + "15,000-20,000", + "-15 Happiness, -12.8 Health, -8 Fire Safety", + "+8 Belief, +7 Knowledge, +6 Prestige" + ], + [ + "Vast Monstropolis (XI)", + "20,000-25,000", + "-16.3 Happiness, -13 Health, -8.3 Fire Safety", + "+9 Belief, +8 Knowledge, +7 Prestige" + ] + ], + [ + [ + "Goods", + "Services / Marvels" + ], + [ + "Sardines", + "Market" + ], + [ + "Porridge", + "Tavern (Latium)" + ], + [ + "Cockles", + "Bardic Hearth (Albion)" + ], + [ + "Eels", + "Gambling House (requires technology)" + ], + [ + "Bread", + "Alder Council (Celtic)" + ], + [ + "Cheese", + "Forum" + ], + [ + "Beer", + "Baths" + ], + [ + "Sausages", + "Amphitheatre" + ], + [ + "Roast Beef", + "Shrine of Ceres, Epona, or Mars" + ], + [ + "Oysters with Caviar", + "" + ] + ] + ], + "images": [], + "all_images": [ + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Checklist Creation" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "City Status Tooltip - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Ampitheatre Night - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Thriving City Image - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Baker Agcrusta - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Anno 117: Pax Romana" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/ESRBT.0593cb89.svg", + "alt": "ESRB: Teen" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/PCPlatform.661d13cd.svg", + "alt": "PC" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/PS5.54c85761.svg", + "alt": "PlayStation 5" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/XboxSeries.57f4ee4a.svg", + "alt": "Xbox Series X|S" + } + ], + "discovered_links": [ + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_City_Status_Guide", + "https://www.ign.com/wikis/anno-117-pax-romana/topcontributors", + "https://www.ign.com/wikis/anno-117-pax-romana/How_to_Manage_City_Health,_Happiness_and_Fire_Safety", + "https://www.ign.com/wikis/anno-117-pax-romana/Celtic_vs_Romanized_Population_in_Albion", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Supply_Chains_Explained", + "https://www.ign.com/wikis/anno-117-pax-romana/How_to_Settle_New_Cities_and_Islands", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Campaign_Mission_Checklist", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Production_Ratio_Guide", + "https://www.ign.com/wikis/anno-117-pax-romana/Hall_of_Fame_and_Accolades_Guide_%26_Unlock_Checklist" + ], + "full_html_length": 209597 +} \ No newline at end of file diff --git a/scraped_data/ign_anno-117-pax-romana_Anno_117_Fertility_Guide.json b/scraped_data/ign_anno-117-pax-romana_Anno_117_Fertility_Guide.json new file mode 100644 index 0000000..5051215 --- /dev/null +++ b/scraped_data/ign_anno-117-pax-romana_Anno_117_Fertility_Guide.json @@ -0,0 +1,194 @@ +{ + "url": "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Fertility_Guide", + "source": "ign", + "title": "Anno 117 Fertility Guide - Anno 117: Pax Romana Guide - IGN", + "text_content": "Task Search\nChecklists\nGuides\nMarkers\nVideos\nSort and Filter\nNo Results\nChecklists\nNew Checklist\nAll Lists\nMy Checklists\nAll\nAll Lists\nMy Checklists\nHow creative can you get with your first free checklist?\nCreate a free account\nAnno 117 Fertility Guide\nBy\nTenkiei\n,\nJen Rothery\n,\n+2 more\nupdated\nNov 19, 2025\nFertilities determine the resources which are available to your city. Each island in Anno 117: Pax Romana has slightly different fertilities. This is further complicated by the fact that as your empire expands you begin needing goods that are not available in your region as some fertilities are unique to Latium or Albion.\nClick the links below to jump to:\nChecking an Island's Fertilities\nFertilities and Production Chains\nBest Fertilities to Progress Quickly\nChecking an Island's Fertilities\nYou can check your current island's fertilities at the bottom left, near your mini map. In the example below, the first island has\nMackerel\n,\nLavender\n,\nGrapes\n,\nOysters\nand\nIron\nwhereas the second has\nResin\n,\nOlives\n,\nFlax\n,\nIron\nand\nGold\n. In this case fertilities refer not only to crops that are grown but instead general resource availability.\nNote: You can also view the fertilities of any discovered island in the Province map.\nNot all resources require a fertility. For example, you can place as many\nOat\nor\nHemp farms\nas you want on any island. But if a resource does require a specific fertility you need to account for that by settling compatible islands, or trading for what you need. Lavender is a resource used in the Soap Production Chain which requires a fertility found on some islands in Latium. You can always check for fertility requirements on a building's tooltip.\nList of All Fertilities\nBoth Latium and Albion have their own unique fertilities, along with a small pool of fertilities which are shared between the two regions. Early on your citizens only require goods from their region. But as you advance, higher tier citizens have more exotic tastes. For example Patricians demand Bird Tongues in Aspic, Cloaks, Handmirrors, and Chariots from Albion. This means you should plan your economy with trade routes, and cities on multiple islands in both provinces in mind.\nFertility\nRegion\nUses\nMackerel\nLatium\nGarum\nLavender\nLatium\nSoap\nFlax\nLatium, Albion\nTogas, Wigs\nMurex Snail\nLatium\nTogas, Loungers\nIron\nLatium, Albion\nWeapons & Armor\nResin\nLatium, Albion\nAmphorae, Wigs\nOlives\nLatium\nOlive Oil\nSandarac\nLatium\nWriting Tablets, Loungers\nOyster\nLatium\nOysters with Caviar\nGold\nLatium\nNecklaces, Lyres\nMarble\nLatium\nMarble Blocks\nMinerals\nLatium\nFine Glass, Mosaics, Necklaces\nSturgeon\nLatium\nOysters with Caviar\nGrapes\nLatium\nWine\nPony\nAlbion\nChariots\nSea Shell\nAlbion\nHandmirrors\nSilver\nAlbion\nBrooches, Handmirrors\nTin\nAlbion\nDrinking Horns, Clan Shields\nGranite\nAlbion\nGranite Blocks\nHerbs\nAlbion\nSausages\nDye Plants\nAlbion\nTrousers, Cloaks\nCopper\nAlbion\nClan Shields, Cloaks\nSmall Birds\nAlbion\nBird Tongues in Aspic\nBarley\nAlbion\nBeer\nSaltwort\nAlbion\nRoast Beef, Beaver Hats\nBeaver\nAlbion\nBeaver Hats\nBest Fertilities to Progress Quickly\nAll islands can fully meet the needs of Liberti and Wader citizens, but as you begin attracting tier 2 and above citizenry, you may not find everything you need on one island. This means you need to colonize other islands and\nset up a trade-based supply chain\n, or purchase some goods from rivals if you want to provide everything. However, when providing for your Citizen's needs, you do not need to produce every type of good they desire to progress. This means some fertilities are more valuable than others, here are the best fertilities to progress quickly through the population tiers:\nTier 2:\nIron\nin Latium or Albion - If you want to build a military, expand your fleet or construct defenses you need to make Weapons and Armor. This requires\nIron\nmaking it a valuable fertility!\nResin and Olives\nin Latium or\nResin\nin Albion - These resources are needed to create household goods for Plebeians and Romanized Celt Mercators. In addition both have great bonuses, Amphorae provide Population/Fire Safety, whereas Olive Oil grants Population, Income, and Health.\nDye Plants and Copper\nin Albion - These allow you to meet the Fashion needs for Smiths, and Alderman while also shipping Cloaks back to Latium for your Patricians. As a bonus you can use these resources\nto make Clan Shields for your Smiths.\nTin\nin Albion - Needed to make Drinking Horns or Clan Shields for your Smiths.\nSilver\nin Albion - Used to make Brooches for your Mercators, and Handmirrors for your Nobles. Make extras to ship back to your Patricians in Latium.\nTier 3:\nGrapes\nin Latium - Wine is a great resource, which satisfies the food needs for your Equites in Latium and it can be exported to Albion to satisfy your Aldermen and Nobles. Though there is a small downside, you lose a bit of knowledge from households that partake.\nMarble\nin Latium - Needed to construct buildings like the Forum or Baths. If you are unable to secure a supply you may be able to trade with a rival like\nZara Nitu\nto obtain it.\nGranite\nin Albion - Required for many of the tier 3 buildings in Albion, you may be able to trade with a rival like\nAthr Lorgwyn\nto obtain it if you're unable to grab an island with the correct fertility.\nMinerals\nin Latium - Used to produce Fine Glass. This takes care of the household needs for your Equites in Latium along with both Aldermen and Lords in Albion. In addition it's used to create Mosaic which is required for some tier 4 buildings.\nLook for a supply of\nSea Shells\nso you can combine them with\nSilver\nto create\nHandmirrors\n. You need Romanized Nobles in Albion to harvest these which requires a significant investment into your settlement.\nNobles are particularly difficult to please as they require either\nWigs\nor\nTogas\nfor Fashion, this means you need\nMurex Snails\nand\nFlax\nto make\nTogas\nor\nFlax\nand\nAmber\nfor the long and involved process of making\nWigs.\nWith that said, meeting all of the needs of your nobles is not strictly required, so you can always skip this for now and pursue other resources in the short term, then return to this task later.\nOnce you reach Tier 4... ok this isn't really progression anymore but here are some useful fertilities!\nNote: If you are already producing Cloaks and Handmirrors the only Patrician needs left unfulfilled here are Food and Culture.\nTo feed your Patricians, produce Oysters with Caviar. This requires\nOysters\nand\nSturgeon\n, both found in the Latium region. This provides +3 Population, +3 Income, and +2 Health.\nBird Tongue in Aspic provides a high amount of Income / Prestige but imposes a happiness penalty. Only do this once you've solved happiness such as through the construction of an Ampitheatre. It requires\nSmall Birds\nwhich is an Albion exclusive fertility.\nPonies\nin Albion - Required to produce Chariots. These satisfy the Culture requirement for your Patricians, and have the added bonus of meeting the Household Goods category for your Aldermen, meaning you may not need to produce as much Fine glass, or ship it to Albion.\nGold in Latium - If you want to build an Amphitheatre you need Gold. This resource is difficult to produce in bulk, at least without late game technologies and high devotion to\nMercury-Lugus (who you can unlock in the Hall of Fame)\n.\nThis can also be used to produce both Necklaces and Lyres to satisfy your Patricians. But it's a good idea to have Cloaks and Chariots available as it's difficult to produce large amounts of gold.\nRemember, as your city grows you can meet more of your citizen's needs. Providing additional coverage means your citizens have more attributes per residence making your city far more productive. Therefore, it's a good idea to plan on obtaining every fertility (eventually) to meet your citizens' every need. For example once you obtain Sandrac wood you can begin producing Writing Tablets, making your Equites and Patricians more knowledgeable.\nUp Next:\nStarting City Layouts\nPrevious\nHall of Fame and Accolades Guide & Unlock Checklist\nNext\nStarting City Layouts\nTop Guide Sections\nAnno 117 Campaign Mission Checklist\nAnno 117 Production Ratio Guide\nAnno 117 Supply Chains Explained\nHall of Fame and Accolades Guide & Unlock Checklist\nWas this guide helpful?\nLeave feedback\nIn This Guide\nAnno 117: Pax Romana\nUbisoft\nNov 13, 2025\nLearn more\nGo to comments", + "tables": [ + [ + [ + "Fertility", + "Region", + "Uses" + ], + [ + "Mackerel", + "Latium", + "Garum" + ], + [ + "Lavender", + "Latium", + "Soap" + ], + [ + "Flax", + "Latium, Albion", + "Togas, Wigs" + ], + [ + "Murex Snail", + "Latium", + "Togas, Loungers" + ], + [ + "Iron", + "Latium, Albion", + "Weapons & Armor" + ], + [ + "Resin", + "Latium, Albion", + "Amphorae, Wigs" + ], + [ + "Olives", + "Latium", + "Olive Oil" + ], + [ + "Sandarac", + "Latium", + "Writing Tablets, Loungers" + ], + [ + "Oyster", + "Latium", + "Oysters with Caviar" + ], + [ + "Gold", + "Latium", + "Necklaces, Lyres" + ], + [ + "Marble", + "Latium", + "Marble Blocks" + ], + [ + "Minerals", + "Latium", + "Fine Glass, Mosaics, Necklaces" + ], + [ + "Sturgeon", + "Latium", + "Oysters with Caviar" + ], + [ + "Grapes", + "Latium", + "Wine" + ], + [ + "Pony", + "Albion", + "Chariots" + ], + [ + "Sea Shell", + "Albion", + "Handmirrors" + ], + [ + "Silver", + "Albion", + "Brooches, Handmirrors" + ], + [ + "Tin", + "Albion", + "Drinking Horns, Clan Shields" + ], + [ + "Granite", + "Albion", + "Granite Blocks" + ], + [ + "Herbs", + "Albion", + "Sausages" + ], + [ + "Dye Plants", + "Albion", + "Trousers, Cloaks" + ], + [ + "Copper", + "Albion", + "Clan Shields, Cloaks" + ], + [ + "Small Birds", + "Albion", + "Bird Tongues in Aspic" + ], + [ + "Barley", + "Albion", + "Beer" + ], + [ + "Saltwort", + "Albion", + "Roast Beef, Beaver Hats" + ], + [ + "Beaver", + "Albion", + "Beaver Hats" + ] + ] + ], + "images": [], + "all_images": [ + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Checklist Creation" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Islands With Different Fertilities - a117img8.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Missing Fertility - a117img2.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Patrician Resources an117img3.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Anno 117: Pax Romana" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/ESRBT.0593cb89.svg", + "alt": "ESRB: Teen" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/PCPlatform.661d13cd.svg", + "alt": "PC" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/PS5.54c85761.svg", + "alt": "PlayStation 5" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/XboxSeries.57f4ee4a.svg", + "alt": "Xbox Series X|S" + } + ], + "discovered_links": [ + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Fertility_Guide", + "https://www.ign.com/wikis/anno-117-pax-romana/topcontributors", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Supply_Chains_Explained", + "https://www.ign.com/wikis/anno-117-pax-romana/Hall_of_Fame_and_Accolades_Guide_%26_Unlock_Checklist", + "https://www.ign.com/wikis/anno-117-pax-romana/Starting_City_Layouts", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Campaign_Mission_Checklist", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Production_Ratio_Guide" + ], + "full_html_length": 214059 +} \ No newline at end of file diff --git a/scraped_data/ign_anno-117-pax-romana_Anno_117_How_to_Trade.json b/scraped_data/ign_anno-117-pax-romana_Anno_117_How_to_Trade.json new file mode 100644 index 0000000..046fc8e --- /dev/null +++ b/scraped_data/ign_anno-117-pax-romana_Anno_117_How_to_Trade.json @@ -0,0 +1,80 @@ +{ + "url": "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_How_to_Trade", + "source": "ign", + "title": "How to Trade - Anno 117: Pax Romana Guide - IGN", + "text_content": "Task Search\nChecklists\nGuides\nMarkers\nVideos\nSort and Filter\nNo Results\nChecklists\nNew Checklist\nAll Lists\nMy Checklists\nAll\nAll Lists\nMy Checklists\nHow creative can you get with your first free checklist?\nCreate a free account\nHow to Trade\nBy\nTenkiei\n,\nJen Rothery\n,\n+2 more\nupdated\nNov 21, 2025\nTrading\nis an essential tool in Anno 117: Pax Romana. Early on, you can provide for everything your citizens need with one island, but soon enough you need to begin settling multiple islands to take advantage of their unique fertilities and trade goods between your city. In addition, trade is a great source of income, you can passively sell goods to NPCs, or ferry them across the ocean with your ships.\nTrade in Anno is divided into two broad categories:\npassive\nand\nactive\ntrading.\nPassive trade\nmeans marking goods for sale, when ships visit your Trading Post they may purchase them.\nActive trading\nis more complicated and refers to everything from manually sailing to another port to buy and sell, to setting up a trade route so that it continues automatically.\nPassive Trading\nTo begin passive trading, your first step is going to your trading post, and clicking on any of the goods to bring up the trading menu. By default goods are set to \"\nNo Trade\n.\"\nThere are 4 options (from left to right):\nNo Trade\n- Goods aren't bought or sold.\nBuy\n- Automatically buy from visitors when under a certain stock.\nSell\n- Automatically sell to visitors when over a certain stock.\nMaintain\n- Keeps the stock at the set level, buying when you dip below, selling when you go above.\nThe top slider is used to buy/sell, and the bottom slider is used to set a minimum stock. Alternatively, you can use the boxes to set numbers. In general you should try to sell excess goods for Denarii.\nSimilarly, you can put all of your goods up for sale when above a certain stock. This makes it easy to turn excess production into passive income. Generally raw resources sell for less than finished items, so keep that in mind when setting up your islands.\nActive Trading\nActive trade requires you to do something, but it doesn't mean you're continually micromanaging things. Yes sometimes this does mean manually sailing to a port, buying goods, and then returning. But it can also mean setting up a trade route and watching your ships take it from there.\nSetting up Trade Routes\nUse T to enter the Trade Route menu, here you can manage your existing Trade Routes or make a new one. You can also select a ship and click \"Create a Trade Route.\"\nHere's an example of a simple trade route:\nThis route ferries goods between\nNaissus\nand\nTerra Sigilatta\n.\nIn\nNaissus\n, Amphorae and Olives are loaded onto the ship, then when the ship reaches\nTerra Sigilatta\nthe goods are unloaded and Sardines are loaded for the return journey.\nWhen the ship reaches\nNaissus\nthe Sardines are unloaded, more Amphorae and Olives are loaded and the cycle repeats.\nThis trade route isn't fully efficient, since the Sardines are unloaded at the same stop where the Olives are loaded. They could be set into the same slot allowing the ship to carry up to 8 different goods. Here's an example of a more complex route:\nThis route collects raw materials from\nRemula\nand\nCampania\n, then brings them to\nCapua Nova\n. In\nCapua Nova\nthese goods are unloaded and some Bread is distributed to the two small production hubs. You can have as many stops as you want, and as many different goods as you have slots for.\nRemember, you\ncannot have 2 different goods in the same slot at the same time\n, but they can occupy the same slot if they are loaded at one stop, then exchanged for something else before the new goods are unloaded at the original stop.\nExperiment with your Trade Routes, they can get quite complex and provide a lot of value to your empire!\nRemember to equip your ships with a captain!\nThese specialists get you bonuses like\nGoods Transfer Speed\n(less time spent trading in port),\nMovement Speed\n(go faster), lower\nCargo Weight Slowdown\n(less penalties for carrying a full cargo),\nProvince Transfer Speed\n(great for ferrying goods between Albion and Latium),\nWorkforce reductions\n(more ships less crew), or\nFavorable Wind Angle\n(more able to take advantage of wind speed boosts).\nManual Trade\nIf you need goods, but don't want to create an automated trade route, your best bet is manually sailing to the port, making your trade, and then returning home. A good example of this is if you need some goods to build new ships. You need,\nRope\n,\nSails\nand\nTimber\n. But you probably don't need a supply of these if your province is peaceful. So you can head over to a friendly port and purchase these goods, then return to your city and build the ships.\nAnother form of manual trade is\ncontracts\n. If you see a lighthouse with a quest marker outside of a port, that means the NPC offers contract jobs. Generally these involve ferrying goods to the Lighthouse, but it can also mean eliminating Raiders, or collecting Flotsam. Contracts pay far more for goods than other forms of trading, however they are limited and you need to wait for them to refresh after fulfilling a contract.\nA good example of this is the\nMarble\ncontract in the picture below. You can normally sell 42t of\nMarble\nfor 41 Denarii each, for a total of 1,722 Denarii. But the contract gives 18,712 Denarii which is roughly 445 Denarii per talentum.\nWhile manual trade isn't as common as the other forms of Trade in Anno 117, contracts are a good way to make extra Denarii early on, and being able to grab some goods in one place and move them elsewhere is a great way to prevent issues on your islands.\nUp Next:\nAnno 117: Pax Romana Guide\nPrevious\nAnno 117 Beginners Guide: City Building Tips and Tricks\nNext\nAnno 117: Pax Romana Guide\nTop Guide Sections\nAnno 117 Campaign Mission Checklist\nAnno 117 Production Ratio Guide\nAnno 117 Supply Chains Explained\nHall of Fame and Accolades Guide & Unlock Checklist\nWas this guide helpful?\nLeave feedback\nIn This Guide\nAnno 117: Pax Romana\nUbisoft\nNov 13, 2025\nLearn more\nGo to comments", + "tables": [], + "images": [], + "all_images": [ + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Checklist Creation" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Trading Post Selected - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Sell when and Min Stock - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Selling All Goods - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Trade Route Overview - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Trade Route Example - an117img9.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Complex Trade Route - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Ship with Captain - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Trading with Friendly Port - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Contracts - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Anno 117: Pax Romana" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/ESRBT.0593cb89.svg", + "alt": "ESRB: Teen" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/PCPlatform.661d13cd.svg", + "alt": "PC" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/PS5.54c85761.svg", + "alt": "PlayStation 5" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/XboxSeries.57f4ee4a.svg", + "alt": "Xbox Series X|S" + } + ], + "discovered_links": [ + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_How_to_Trade", + "https://www.ign.com/wikis/anno-117-pax-romana/topcontributors", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Beginners_Guide:_City_Building_Tips_and_Tricks", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Campaign_Mission_Checklist", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Production_Ratio_Guide", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Supply_Chains_Explained", + "https://www.ign.com/wikis/anno-117-pax-romana/Hall_of_Fame_and_Accolades_Guide_%26_Unlock_Checklist" + ], + "full_html_length": 214780 +} \ No newline at end of file diff --git a/scraped_data/ign_anno-117-pax-romana_Anno_117_Production_Ratio_Guide.json b/scraped_data/ign_anno-117-pax-romana_Anno_117_Production_Ratio_Guide.json new file mode 100644 index 0000000..fb8d89e --- /dev/null +++ b/scraped_data/ign_anno-117-pax-romana_Anno_117_Production_Ratio_Guide.json @@ -0,0 +1,379 @@ +{ + "url": "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Production_Ratio_Guide", + "source": "ign", + "title": "Anno 117 Production Ratio Guide - Anno 117: Pax Romana Guide - IGN", + "text_content": "Task Search\nChecklists\nGuides\nMarkers\nVideos\nSort and Filter\nNo Results\nChecklists\nNew Checklist\nAll Lists\nMy Checklists\nAll\nAll Lists\nMy Checklists\nHow creative can you get with your first free checklist?\nCreate a free account\nAnno 117 Production Ratio Guide\nBy\nTenkiei\n,\nJen Rothery\n,\n+2 more\nupdated\nNov 21, 2025\nWhen you first begin your Anno 117 settlement, resources are scarce. After all, building a city brick by brick is hard work. But eventually, you get to the stage where your city begins to thrive and even has a surplus of labor! At this point, you might be looking at your supply chains thinking, what can I do better? That’s where\nproduction ratios\ncome in.\nYou can optimize your supply chain in Anno 117 by constructing different numbers of production buildings based on\nhow quickly they produce 1 talentum (1t)\nof goods. This makes your Supply Chain more efficient and allows you to produce a\nsurplus\nwhich you can trade to other cities you control (or sell for a profit)!\nClick the links below to jump to:\nProduction Ratios Explained\nTimber Production Ratio\nTile Production Ratio\nLatium Production Ratios\nLiberti\nPlebeian\nEquites\nPatricians\nAlbion Production Ratios\nWaders\nSmiths\nAlderman\nMercators\nNobles\nMilitary Buildings\nAdvanced Production Ratios for Hybrid Production Chains\nProduction Ratios Explained\nTimber Production Ratio\nThe first supply chain you interact with is the\nWoodcutter\nand the\nSawmill\n. This is required to produce\ntimber\nwhich is a crucial building material. When operating at maximum efficiency, each Woodcutter takes\n30 seconds\nto produce\n1t\nof wood\n. The Sawmill then takes\n30 seconds\nto process\n1t\nof wood\ninto\n1t\nof Timber\nwhich you can use for construction.\nThis means the\nTimber supply chain is naturally efficient:\nboth inputs have the\nsame production ratio\nat 30 seconds, so as long as you build 1 Sawmill for each Woodcutter you build, and provide enough trees and employees to keep both operating at peak efficiency, nothing more needs to be done. Next up, let’s look at a more complex example from the region of Latium.\nTile Production Ratio\nAfter you fulfill the needs of your Liberti you can upgrade your first residence and attract Plebeians. This unlocks a number of new buildings which require\nterra cotta roof tiles\n. These require Clay from a Clay Pit, Charcoal from a Charcoal burner, and a Tiler to produce and fire the tiles. But this is where things get more complicated, the\nproduction cycle\nfor\nClay Pits\nand\nCharcoal Burners\nis\n30 seconds\n. but the\nTiler\ntakes\n60 seconds\nto turn Clay and Charcoal into\n1t\nof Tiles.\nSo if you build one of each, you produce\n2t\nof Clay and\n2t\nof Charcoal per minute, but only transform 1t of that into Tiles, leaving you with an excess of Clay and Charcoal. This could be fine if you’re using these resources for other supply lines, but what if you want to maximize your tile production? You need\n1 Clay Pit\n,\n1 Charcoal Burner\n, and\n2 Tilers\n: this way you consume all of the Clay and Charcoal to produce 2t of tiles per minute!\nLatium Production Ratios\nHere are the production ratios for supply chains in the Latium region.\nThese ratios presume baseline production with 100% efficiency, not including the effect of technologies or specialists.\nLiberti\nGoods\nProduction Ratio\nTimber\n1 Woodcutter (30s) + 1 Sawmill (30s)\nPorridge\n1 Oat Farm (60s) + 1 Porridge Stand (60s)\nTunic\n1 Hemp Farm (60s) + 1 Spinner (60s)\nPileus\n1 Sheep Farm (30s) + 2 Pileus Felters (60s)\nPlebeian\nGoods\nProduction Ratio\nTiles\n1 Clay Pit (30s) + 1 Charcoal Burner (30s) + 2 Tilers (60s)\nBread\n2 Wheat Farms (60s) + 1 Grain Mill (30s) + 1 Charcoal Burner (30s) + 2 Bakeries (60s)\nGarum\n1 Salt Ponds (30s) + 2 Scomber’s Shack (60s) + 3 Garum Works (90s)\nSandals\n1 Pig Farm (30s) + 1 Salt Ponds (30s) + 2 Tanneries (60s) + 4 Sandal Makers (120s)\nSoap\n1 Pig Farm (30s) + 1 Charcoal Burner (30s) + 2 Renderers (60s) + 4 Lavender Growers (120s) + 2 Soap Makers (60s)\nAmphorae\n1 Clay Pit (30s) + 2 Resin Tappers (60s) + 1 Charcoal Burner (30s) + 2 Potters (60s)\nOlive Oil\n4 Olive Growers (120s) + 3 Olive Presses (90s)\nEquites\nGoods\nProduction Ratio\nConcrete\n2 Limestone Quarries (30s) + 3 Sand Refineries (45s) + 6 Concrete Mixers (90s)\nWine\n2 Vineyards (90s) + 1 Apiary (45s) + 1 Vintner (45s)\nCheese\nThis cannot be produced in Latium, you must trade for it or found a colony in Albion.\nTogas\n3 Flax Farms (90s) + 3 Snaileries (90s) + 4 Weavers (120s) + 4 Dye Works (120s) + 2 Loom Weaveries (60s)\nBrooches\nThis cannot be produced in Latium, you must trade for it or found a colony in Albion.\nWriting Tablets\n3 Apiaries (45s) + 6 Sandarac Nurseries (90s) + 8 Tabuli (120s)\nFine Glass\n3 Mineral Quarries (45s) + 3 Sand Refineries (45s) + 4 Mineral Crushers (60s) + 6 Glass Smelters (90s) + 4 Charcoal Burners (30s) + 8 Glassblowers (120s)\nMarble\n2 Marble Quarries (60s), 3 Marble Masons (90s)\nBoth the Writing Tablets and Fine Glass production ratios are resource and manpower intensive. In addition, they produce a lot of resources you won't need until your city's population is massive! So instead you may want to do the following. It is not 100% efficient but provides a happy medium to your growing city. This trend continues with higher tier production buildings, build accordingly!\nWriting Tablets\n1 Apiary\n2 Sandarac Nurseries\n2 or 3 Tabuli\nWith 2 Tabuli you overproduce your basic resources by 0.34t/min. With 3 you underproduce them by 0.17t/min.\nFine Glassware\n1 Mineral Quarry\n1 Sand Refinery\n2 Mineral Crushers\n2 Glass Smelters\n2 Charcoal Burners\n3 Glassblowers\nThe outputs are a bit messier here, you have spare Charcoal, and excess capacity at your Mineral Crusher but it involves far fewer buildings, and leaves you plenty of room to scale as you continue inviting more Equites to your city.\nPatrician\nGoods\nProduction Ratio\nMosaics\n3 Mineral Quarries (45s) + 4 Mineral Crushers (60s) + 2 Clay Pits (30s) + 2 Charcoal Burners (30s) + 8 Tessera Works (120s)\nOysters with Caviar\n6 Oyster Beds (90s) + 6 Sturgeon Hatcheries (90s) + 3 Fish Gutters (45s) + 4 Epicures of Water (60s)\nBird Tongues in Aspic\nThis cannot be produced in Latium, you must trade for it or found a colony in Albion.\nNecklaces*\n4 Gold Washers (240s) + 1 Goldsmiths (60s) + 1 Mineral Quarry (45s) + 1 Charcoal* Burners (30s) + 2 Jewellers (90s)\nCloaks\nThis cannot be produced in Latium, you must trade for it or found a colony in Albion.\nLoungers\n3 Apiaries (45s) + 6 Sandarac Nurseries (90s) + 8 Tabuli (120s)\nHandmirrors\nThis cannot be produced in Latium, you must trade for it or found a colony in Albion.\nLyres*\n4 Gold Washers (240s) + 1 Sheep Farm (30s) + 2 Stringers (90s) + 2 Sandarac Nurseries (90s) + 1 Goldsmith (60s) + 1 Charcoal Burner (30s) + 1 Gilder + 1 Lythier\nChariots\nThis cannot be produced in Latium, you must trade for it or found a colony in Albion.\nThe Necklaces and Lyres ratios are not 100% efficient because a perfect ratio requires more Gold Washers than are typically available. As a result both are balanced around enough output for 1t instead of a perfectly efficient ratio. You can share resources between the 2 chains to make this more efficient, or\nunlock Mercury-Lugus in the Hall of Fame\n, then increase your devotion to build Gold Mines.\nAlbion Production Ratios\nHere are the production ratios for supply chains in the region of Albion.\nThese ratios presume baseline production with 100% efficiency, not including the effect of technologies or specialists.\nWaders\nGoods\nProduction Ratio\nTimber\n1 Woodcutter (30s) + 1 Sawmill (30s)\nReed Shoes\n1 Reed Gatherer (60s) + 2 Shoe Weavers (120s)\nTunics\n1 Hemp Farm (60s) + 1 Spinner (60s)\nSmiths\nGoods\nProduction Ratio\nWattle & Daub\n3 Mud Driers (90s) + 2 Reed Gatherers (60s) + 2 Labourer's Yards (60s)\nTiles\n1 Charcoal Burner (30s) + 3 Mud Driers (90s) + 2 Tilers (60s)\nCheese\n1 Ochs Farm (60s) + 2 Dairies (120s)\nBeer\n2 Barley Farms (60s) + 1 Malthouse (30s) + 2 Brewries (60s) + 1 Charcoal Burner (30s)\nTrousers\n1 Sheep Farm (30s) + 2 Weld Crops (60s) + 3 Hosiers (90s)\nTorcs\n1 Copper Mine (30s) + 3 Wire Twisters (90s) + 1 Charcoal Burner (30s)\nDrinking Horns\n1 Tin Mine (30s) + 2 Ochs Farm (60s) + 4 Horners (120s)\nClan Shields\n1 Tin Mine (30s) + 1 Copper Mine (30s) + 1 Charcoal Burner (30s) + 2 Bronze Smelters (60s) + 2 Weld Crops (60s) + 3 Shieldbeaters (90s)\nAldermen\nGoods\nProduction Ratio\nGranite\n3 Granite Quarries (45s) + 8 Granite Cutters (120s)\nConcrete\n2 Limestone Quarries (30s) + 3 Sand Refineries (45s) + 6 Concrete Mixers (90s)\nWine\n2 Vineyards (90s) + 1 Apiary (45s) + 1 Vintner (45s)\nNote: Vineyards must be built in Latium or the Grapes bought/imported!\nRoast Beef\n2 Ochs Farms (60s) + 1 Charcoal Burner (30s) + 3 Saltwort Pickers (90s) + 4 Earth Ovens (120s)\nCloaks\n2 Weld Crops (60s) + 1 Copper Mine (30s) + 1 Sheep Farm (30s) + 3 Greenhands (90s) + 2 Birrus Stitchers (60s)\nFur Hats\n3 Saltwort Pickers (90s) + 2 Saltwort Burners (60s) + 1 Charcoal Burner (30s) + 3 Beaver Trappers (90s) + 4 Beaver Hatters (120s)\nChariots\n1 Woodcutter (30s) + 2 Reed Gatherers (60s) + 3 Chassis Builders (90s) + 3 Horsecatchers (90s) + 4 Chariot Workshops (120s)\nFine Glass\nThis cannot be produced in Albion, you must trade for it or found a colony in Latium.\nMercators\nGoods\nProduction Ratio\nWattle & Daub\n3 Mud Driers (90s) + 2 Reed Gatherers (60s) + 2 Labourer's Yards (60s)\nTiles\n1 Charcoal Burner (30s) + 3 Mud Driers (90s) + 2 Tilers (60s)\nBread\n2 Wheat Farms (60s) + 2 Donkey Mills (60s) + 2 Kitchens (60s) + 1 Charcoal Burner (30s)\nSausages\n1 Pig Farm (30s) + 3 Herb Gardens (90s) + 1 Charcoal Burner (30s) + 2 Salsicium\nBrooch\n1 Silver Mine (30s) + 2 Charcoal Burners (30s) + 2 Silver Forges (60s) + 4 Fibularium (120s)\nSoap\nThis cannot be produced in Albion, you must trade for it or found a colony in Latium.\nAmphorae\n3 Mud Driers (90s) + 2 Resin Tappers (60s) + 1 Charcoal Burner (30s) + 2 Potters (60s)\nOlive Oil\nThis cannot be produced in Albion, you must trade for it or found a colony in Latium.\nNobles\nGoods\nProduction Ratio\nGranite\n3 Granite Quarries (45s) + 8 Granite Cutters (120s)\nConcrete\n2 Limestone Quarries (30s) + 3 Sand Refineries (45s) + 6 Concrete Mixers (90s)\nWine\n2 Vineyards (90s) + 1 Apiary (45s) + 1 Vintner (45s)\nNote: Vineyards must be built in Latium or the Grapes bought/imported!\nBird Tongues in Aspic\n3 Bird Charmers (90s) + 1 Pig Farm (30s) + 1 Charcoal Burner (30s) + 2 Renderers (60s) + 4 Tongue Pluckers (120s) + 3 Epicures of Air (90s)\nFine Glass\nThis cannot be produced in Albion, you must trade for it or found a colony in Latium.\nHandmirrors\n1 Silver Mine (30s) + 2 Silver Forges (60s) + 2 Charcoal Burners (30s) + 3 Shell Gatherers (90s) + 4 Narcissiums (120s)\nMilitary Buildings\nGoods\nProduction Ratio\nRope\nHemp Farm (60s) + 2 Ropemakers (120s)\nSails\nSheep Farm (30s) + 3 Sailmakers (90s)\nWeaponsmith*\n2 Iron Mines (30s) + 4 Furnaces (60s) + 6 Weaponsmiths (90s) + 5 Charcoal Burners (30s)\nArmourer*\n2 Iron Mines (30s) + 2 Pig Farms (30s) + 2 Salt Ponds (30s) + 4 Furnaces (60s) + 5 Charcoal Burners (30s) + 4 Tanneries (60s) + 6 Armourers (60s)\nNote:\nMaking fully efficient Military production chains is very resource intensive. In most cases it isn't worth doing this. Instead, you can simplify this by creating 1 Iron Mine, 1 Furnace, 1 Weaponsmith and 1 Charcoal Burner to create weapons.\nWhen you want to expand your military production to making Armour as well, add in 1 Furnace, 1 Armourer, and 1 Charcoal Burner. Then hybridize the Leather portion with your Sandal Makers. For example, 1 Pig Farm and 1 set of Salt Ponds can supply 2 Sandal Makers + 1 Armourer with some leftovers!\nAdvanced Production Ratios for Hybrid Production Chains\nSometimes your goal isn’t to produce one type of goods at 100% efficiency. Instead, you want to maximize limited resources like mines or river slots to produce multiple types of goods. For example, what if you want to maximize your value from a Clay Pit to produce both tiles and amphorae?\nThe\nClay pit\nproduces\n1t of clay per 30 seconds\n, and both the\npotter\nand the\ntiler\ntake\n60s\nto produce\n1t\nof goods. This means you can build\n1 Clay Pit\n,\n1 Charcoal Burner\n,\n1 Resin Tapper\n,\n1 Potter\nand\n1 Tiler\n. All of the raw resources are consumed to produce\n1t of roof tiles\nand\n1t of amphorae\nper minute.\nKeep an eye out for opportunities to make these hybrid supply chains when resources are scarce, as it’s a great way to increase your production without running out of river slots, or incurring extra maintenance costs!\nUp Next:\nAnno 117 Supply Chains Explained\nPrevious\nAnno 117 Campaign Mission Checklist\nNext\nAnno 117 Supply Chains Explained\nTop Guide Sections\nAnno 117 Campaign Mission Checklist\nAnno 117 Production Ratio Guide\nAnno 117 Supply Chains Explained\nHall of Fame and Accolades Guide & Unlock Checklist\nWas this guide helpful?\nLeave feedback\nIn This Guide\nAnno 117: Pax Romana\nUbisoft\nNov 13, 2025\nLearn more\nGo to comments", + "tables": [ + [ + [ + "Goods", + "Production Ratio" + ], + [ + "Timber", + "1 Woodcutter (30s) + 1 Sawmill (30s)" + ], + [ + "Porridge", + "1 Oat Farm (60s) + 1 Porridge Stand (60s)" + ], + [ + "Tunic", + "1 Hemp Farm (60s) + 1 Spinner (60s)" + ], + [ + "Pileus", + "1 Sheep Farm (30s) + 2 Pileus Felters (60s)" + ] + ], + [ + [ + "Goods", + "Production Ratio" + ], + [ + "Tiles", + "1 Clay Pit (30s) + 1 Charcoal Burner (30s) + 2 Tilers (60s)" + ], + [ + "Bread", + "2 Wheat Farms (60s) + 1 Grain Mill (30s) + 1 Charcoal Burner (30s) + 2 Bakeries (60s)" + ], + [ + "Garum", + "1 Salt Ponds (30s) + 2 Scomber’s Shack (60s) + 3 Garum Works (90s)" + ], + [ + "Sandals", + "1 Pig Farm (30s) + 1 Salt Ponds (30s) + 2 Tanneries (60s) + 4 Sandal Makers (120s)" + ], + [ + "Soap", + "1 Pig Farm (30s) + 1 Charcoal Burner (30s) + 2 Renderers (60s) + 4 Lavender Growers (120s) + 2 Soap Makers (60s)" + ], + [ + "Amphorae", + "1 Clay Pit (30s) + 2 Resin Tappers (60s) + 1 Charcoal Burner (30s) + 2 Potters (60s)" + ], + [ + "Olive Oil", + "4 Olive Growers (120s) + 3 Olive Presses (90s)" + ] + ], + [ + [ + "Goods", + "Production Ratio" + ], + [ + "Concrete", + "2 Limestone Quarries (30s) + 3 Sand Refineries (45s) + 6 Concrete Mixers (90s)" + ], + [ + "Wine", + "2 Vineyards (90s) + 1 Apiary (45s) + 1 Vintner (45s)" + ], + [ + "Cheese", + "This cannot be produced in Latium, you must trade for it or found a colony in Albion." + ], + [ + "Togas", + "3 Flax Farms (90s) + 3 Snaileries (90s) + 4 Weavers (120s) + 4 Dye Works (120s) + 2 Loom Weaveries (60s)" + ], + [ + "Brooches", + "This cannot be produced in Latium, you must trade for it or found a colony in Albion." + ], + [ + "Writing Tablets", + "3 Apiaries (45s) + 6 Sandarac Nurseries (90s) + 8 Tabuli (120s)" + ], + [ + "Fine Glass", + "3 Mineral Quarries (45s) + 3 Sand Refineries (45s) + 4 Mineral Crushers (60s) + 6 Glass Smelters (90s) + 4 Charcoal Burners (30s) + 8 Glassblowers (120s)" + ], + [ + "Marble", + "2 Marble Quarries (60s), 3 Marble Masons (90s)" + ] + ], + [ + [ + "Goods", + "Production Ratio" + ], + [ + "Mosaics", + "3 Mineral Quarries (45s) + 4 Mineral Crushers (60s) + 2 Clay Pits (30s) + 2 Charcoal Burners (30s) + 8 Tessera Works (120s)" + ], + [ + "Oysters with Caviar", + "6 Oyster Beds (90s) + 6 Sturgeon Hatcheries (90s) + 3 Fish Gutters (45s) + 4 Epicures of Water (60s)" + ], + [ + "Bird Tongues in Aspic", + "This cannot be produced in Latium, you must trade for it or found a colony in Albion." + ], + [ + "Necklaces*", + "4 Gold Washers (240s) + 1 Goldsmiths (60s) + 1 Mineral Quarry (45s) + 1 Charcoal* Burners (30s) + 2 Jewellers (90s)" + ], + [ + "Cloaks", + "This cannot be produced in Latium, you must trade for it or found a colony in Albion." + ], + [ + "Loungers", + "3 Apiaries (45s) + 6 Sandarac Nurseries (90s) + 8 Tabuli (120s)" + ], + [ + "Handmirrors", + "This cannot be produced in Latium, you must trade for it or found a colony in Albion." + ], + [ + "Lyres*", + "4 Gold Washers (240s) + 1 Sheep Farm (30s) + 2 Stringers (90s) + 2 Sandarac Nurseries (90s) + 1 Goldsmith (60s) + 1 Charcoal Burner (30s) + 1 Gilder + 1 Lythier" + ], + [ + "Chariots", + "This cannot be produced in Latium, you must trade for it or found a colony in Albion." + ] + ], + [ + [ + "Goods", + "Production Ratio" + ], + [ + "Timber", + "1 Woodcutter (30s) + 1 Sawmill (30s)" + ], + [ + "Reed Shoes", + "1 Reed Gatherer (60s) + 2 Shoe Weavers (120s)" + ], + [ + "Tunics", + "1 Hemp Farm (60s) + 1 Spinner (60s)" + ] + ], + [ + [ + "Goods", + "Production Ratio" + ], + [ + "Wattle & Daub", + "3 Mud Driers (90s) + 2 Reed Gatherers (60s) + 2 Labourer's Yards (60s)" + ], + [ + "Tiles", + "1 Charcoal Burner (30s) + 3 Mud Driers (90s) + 2 Tilers (60s)" + ], + [ + "Cheese", + "1 Ochs Farm (60s) + 2 Dairies (120s)" + ], + [ + "Beer", + "2 Barley Farms (60s) + 1 Malthouse (30s) + 2 Brewries (60s) + 1 Charcoal Burner (30s)" + ], + [ + "Trousers", + "1 Sheep Farm (30s) + 2 Weld Crops (60s) + 3 Hosiers (90s)" + ], + [ + "Torcs", + "1 Copper Mine (30s) + 3 Wire Twisters (90s) + 1 Charcoal Burner (30s)" + ], + [ + "Drinking Horns", + "1 Tin Mine (30s) + 2 Ochs Farm (60s) + 4 Horners (120s)" + ], + [ + "Clan Shields", + "1 Tin Mine (30s) + 1 Copper Mine (30s) + 1 Charcoal Burner (30s) + 2 Bronze Smelters (60s) + 2 Weld Crops (60s) + 3 Shieldbeaters (90s)" + ] + ], + [ + [ + "Goods", + "Production Ratio" + ], + [ + "Granite", + "3 Granite Quarries (45s) + 8 Granite Cutters (120s)" + ], + [ + "Concrete", + "2 Limestone Quarries (30s) + 3 Sand Refineries (45s) + 6 Concrete Mixers (90s)" + ], + [ + "Wine", + "2 Vineyards (90s) + 1 Apiary (45s) + 1 Vintner (45s)Note: Vineyards must be built in Latium or the Grapes bought/imported!" + ], + [ + "Roast Beef", + "2 Ochs Farms (60s) + 1 Charcoal Burner (30s) + 3 Saltwort Pickers (90s) + 4 Earth Ovens (120s)" + ], + [ + "Cloaks", + "2 Weld Crops (60s) + 1 Copper Mine (30s) + 1 Sheep Farm (30s) + 3 Greenhands (90s) + 2 Birrus Stitchers (60s)" + ], + [ + "Fur Hats", + "3 Saltwort Pickers (90s) + 2 Saltwort Burners (60s) + 1 Charcoal Burner (30s) + 3 Beaver Trappers (90s) + 4 Beaver Hatters (120s)" + ], + [ + "Chariots", + "1 Woodcutter (30s) + 2 Reed Gatherers (60s) + 3 Chassis Builders (90s) + 3 Horsecatchers (90s) + 4 Chariot Workshops (120s)" + ], + [ + "Fine Glass", + "This cannot be produced in Albion, you must trade for it or found a colony in Latium." + ] + ], + [ + [ + "Goods", + "Production Ratio" + ], + [ + "Wattle & Daub", + "3 Mud Driers (90s) + 2 Reed Gatherers (60s) + 2 Labourer's Yards (60s)" + ], + [ + "Tiles", + "1 Charcoal Burner (30s) + 3 Mud Driers (90s) + 2 Tilers (60s)" + ], + [ + "Bread", + "2 Wheat Farms (60s) + 2 Donkey Mills (60s) + 2 Kitchens (60s) + 1 Charcoal Burner (30s)" + ], + [ + "Sausages", + "1 Pig Farm (30s) + 3 Herb Gardens (90s) + 1 Charcoal Burner (30s) + 2 Salsicium" + ], + [ + "Brooch", + "1 Silver Mine (30s) + 2 Charcoal Burners (30s) + 2 Silver Forges (60s) + 4 Fibularium (120s)" + ], + [ + "Soap", + "This cannot be produced in Albion, you must trade for it or found a colony in Latium." + ], + [ + "Amphorae", + "3 Mud Driers (90s) + 2 Resin Tappers (60s) + 1 Charcoal Burner (30s) + 2 Potters (60s)" + ], + [ + "Olive Oil", + "This cannot be produced in Albion, you must trade for it or found a colony in Latium." + ] + ], + [ + [ + "Goods", + "Production Ratio" + ], + [ + "Granite", + "3 Granite Quarries (45s) + 8 Granite Cutters (120s)" + ], + [ + "Concrete", + "2 Limestone Quarries (30s) + 3 Sand Refineries (45s) + 6 Concrete Mixers (90s)" + ], + [ + "Wine", + "2 Vineyards (90s) + 1 Apiary (45s) + 1 Vintner (45s)Note: Vineyards must be built in Latium or the Grapes bought/imported!" + ], + [ + "Bird Tongues in Aspic", + "3 Bird Charmers (90s) + 1 Pig Farm (30s) + 1 Charcoal Burner (30s) + 2 Renderers (60s) + 4 Tongue Pluckers (120s) + 3 Epicures of Air (90s)" + ], + [ + "Fine Glass", + "This cannot be produced in Albion, you must trade for it or found a colony in Latium." + ], + [ + "Handmirrors", + "1 Silver Mine (30s) + 2 Silver Forges (60s) + 2 Charcoal Burners (30s) + 3 Shell Gatherers (90s) + 4 Narcissiums (120s)" + ] + ], + [ + [ + "Goods", + "Production Ratio" + ], + [ + "Rope", + "Hemp Farm (60s) + 2 Ropemakers (120s)" + ], + [ + "Sails", + "Sheep Farm (30s) + 3 Sailmakers (90s)" + ], + [ + "Weaponsmith*", + "2 Iron Mines (30s) + 4 Furnaces (60s) + 6 Weaponsmiths (90s) + 5 Charcoal Burners (30s)" + ], + [ + "Armourer*", + "2 Iron Mines (30s) + 2 Pig Farms (30s) + 2 Salt Ponds (30s) + 4 Furnaces (60s) + 5 Charcoal Burners (30s) + 4 Tanneries (60s) + 6 Armourers (60s)" + ] + ] + ], + "images": [], + "all_images": [ + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Checklist Creation" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Production Ratios Explained - an117img0.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Woodcutter Processing Time - an117img1.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Tiler Processing Time - an117img2.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Hybrid Tile and Amphorae Processing - an117img3.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Anno 117: Pax Romana" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/ESRBT.0593cb89.svg", + "alt": "ESRB: Teen" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/PCPlatform.661d13cd.svg", + "alt": "PC" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/PS5.54c85761.svg", + "alt": "PlayStation 5" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/XboxSeries.57f4ee4a.svg", + "alt": "Xbox Series X|S" + } + ], + "discovered_links": [ + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Production_Ratio_Guide", + "https://www.ign.com/wikis/anno-117-pax-romana/topcontributors", + "https://www.ign.com/wikis/anno-117-pax-romana/Hall_of_Fame_and_Accolades_Guide_%26_Unlock_Checklist", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Campaign_Mission_Checklist", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Supply_Chains_Explained" + ], + "full_html_length": 244469 +} \ No newline at end of file diff --git a/scraped_data/ign_anno-117-pax-romana_Anno_117_Supply_Chains_Explained.json b/scraped_data/ign_anno-117-pax-romana_Anno_117_Supply_Chains_Explained.json new file mode 100644 index 0000000..cc0bdcc --- /dev/null +++ b/scraped_data/ign_anno-117-pax-romana_Anno_117_Supply_Chains_Explained.json @@ -0,0 +1,167 @@ +{ + "url": "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Supply_Chains_Explained", + "source": "ign", + "title": "Anno 117 Supply Chains Explained - Anno 117: Pax Romana Guide - IGN", + "text_content": "Task Search\nChecklists\nGuides\nMarkers\nVideos\nSort and Filter\nNo Results\nChecklists\nNew Checklist\nAll Lists\nMy Checklists\nAll\nAll Lists\nMy Checklists\nHow creative can you get with your first free checklist?\nCreate a free account\nAnno 117 Supply Chains Explained\nBy\nTenkiei\n,\nJen Rothery\n,\n+2 more\nupdated\nNov 19, 2025\nSupply Chains\nare one of the most important mechanics in Anno 117: Pax Romana. They govern your ability to provide for your citizens' needs, grow your city, and defend yourself in times of war. You use\nsupply chains\nto harvest raw resources and then process them into the goods your empire needs.\nEarly game supply chains are simple, usually involving 1 raw resource and 1 processing building. But as your empire expands, your supply chain complexity grows.\nA raw resource might be needed to fuel multiple processing buildings. Alternatively, you might need to build a supply chain that spans multiple cities, as each island has different fertilities. Last but not least, some goods are only available in Latium or Albion, meaning your endgame supply chains are not only between cities, but across entire provinces!\nClick the links below to jump to:\nSetting up Supply Chains\nUsing Warehouses\nLimited Resources\nHybrid Supply Chains\nHybrid Supply Chain Example\nTrade in the Supply Chain\nSetting up Your First Supply Chains\nLet’s begin by talking about the basic supply chains with some early examples.\nYour first supply chain is usually\nTimber\nproduction. You need\nTimber\nfor most of the buildings in your city. Begin by placing a\nWoodcutter\nin a forested area, it needs\n80 trees within the radius\nfor maximum efficiency.\nThen, place down a\nSawmill\nsomewhere nearby and connect both to your\nTrading Post\nwith a road.\nAll of the goods in a supply line need to be connected. This can be directly (via roads), or indirectly such as through a\nWarehouse\n, which is covered later on in this guide. The\ngreen highlight\non your road shows the distance at which a supply chain can connect.\nPorridge\nis another supply chain you encounter early on when building a city in Latium. This entails building an\nOat farm\n, then linking it to a\nPorridge Stand\n. You need extra space around your\nOat Farm\nfor the fields, different farms require different amounts of space, but in general you want to place them towards the edge of your housing blocks.\nThen you connect the\nOat Farm\nto a\nPorridge Stand\nwhich processes your\nOats\ninto\nPorridge\nto feed your citizens! You can use the\nPorridge Stand\nas a mid-way point, bridging the gap between your\nOat Farm\nand\nTrading Post\n.\nUsing Warehouses\nNow, while you were setting up your first supply chains, you might have noticed that your network is limited by the need to connect everything to your\nTrading Post\n. This is where\nWarehouses\ncome in! You can think of them as “distribution nodes” which act as hubs for your supply chains. Since all of the goods within your\nWarehouses\nare shared between all other\nWarehouses\non the same island, you don’t need to directly connect them. Instead you can use them to create hubs and build your supply chains around that.\nIn this example, the farms are connected to a\nWarehouse\n, creating an industrial hub. In general it’s a good idea to move supply chains which fit into the following categories outside of your city center:\nBuildings like the Charcoal Burner which apply negative attributes to nearby buildings.\nFarms, Woodcutters and other buildings which require a lot of space, or natural resources like trees and open fields.\nResources that require a Mountain or River slot, these can only be built on specific locations on your island.\nIf you see an hourglass above a\nWarehouse\n, this means the surrounding buildings have placed too many requests and all of the transporters are busy. You can resolve this by building a second\nWarehouse\n, or upgrading the existing one if you have the required technology.\nUpgrade Cost\nTechnology Requirement\n250 Denarii, 25 Timber, 5 Tiles\nWarehouse Organization\n500 Denarii, 50 Timber, 15 Tiles, 5 Concrete\nWarehouse Refinement\nBuilding Radius and Effect\nSomething else to consider when building your supply chains is if the building has any effect on other structures within its radius. This effect can be positive (indicated by a green arrow pointing up), negative (indicated by a red arrow pointing down), or a mix of both (indicated by a diamond that is half red, half green.\nHere are a few examples, and how you might deal with them:\nThe\nSpinner\nprovides a +1 Income bonus to nearby houses. With the correct research, it can also add +1 Knowledge. This makes the\nSpinner\na building you want to integrate into your housing blocks.\nAlternatively, a\nCharcoal Burner\napplies a -3 Health and -3 Happiness penalty to nearby buildings. This means you want to place it far away from your housing, and if possible, away from other buildings as well.\nLast up the\nSoap Maker\napplies +1 Health -1 Happiness. Whether you place this near houses or far away depends on which attribute your city needs more.\nConsider using farms as a bit of a buffer zone, these naturally take up more space than most other buildings allowing you to efficiently space out buildings like the\nCharcoal Burner\n,\nPig Farm\nor\nDye Maker\nwhich apply significant penalties.\nLimited Resources\nSome buildings require special locations, such as a “\nRiver Slot\n” or “\nMountain Slot\n”.\nEach island has a limited number of these, meaning you want to be deliberate with your choices. This also means you have fewer options when it comes to placement. For example, if you want to build a\nClay Pit\nto begin producing\nTerra Cotta Tiles\n, you need to use one of your\nRiver Slots\n.\nWhen it comes to feeding your Plebeians, the\nBread\nsupply chain also uses a\nRiver Slot\nfor the\nMill.\nAdditionally, if you want to begin expanding your empire (or protect your shores from raiders) the\nWeaponsmith\nrequires\nIron Ore\nfrom a\nMountain Slot\n. Plan your River and Mountain slots carefully, or consider settling a larger island with a generous number of each.\nHybrid Supply chains\nIf you want to maximize limited resources like Mountain or River slots to produce multiple types of goods you can do so with a hybrid supply chain. For example, what if you want to maximize your value from a\nClay Pit\nto produce both\nTiles\nand\nAmphorae\n?\nYou can build a supply chain with a\nClay Pit\n,\nCharcoal Burner\n,\nResin Tapper\n,\nPotter\nand\nTiler\n. Remember these can either be clustered together, or distributed through the use of warehouses. This way the raw resources are consumed to produce both\nTiles\nand\nAmphorae\nefficiently.\nAnother example of a hybrid supply chain (which is a bit more complex) involves defense production. Let’s start by looking at the buildings involved and their production ratios:\nBuilding\nRequires\nTime\nProd/Min\nIron Mine\nN/A\n30s\n2t\nPig Farm\nN/A\n30s\n2t\nSalt Ponds\nN/A\n30s\n2t\nCharcoal Burner\nTrees in Radius\n30s\n2t\nFurnace\nIron Ore, Charcoal\n60s\n1t\nTannery\nPigs, Salt\n60s\n1t\nSandal Maker\nLeather\n120s\n0.5t\nWeaponsmith\nIron Ingots, Charcoal\n90s\n0.66t\nArmourer\nIron Ingots, Leather, Charcoal\n90s\n0.66t\nHybrid Supply Chain Example\nBegin by building an\nIron mine\n, this produces\n1t of Iron Ore every 30s\n.\nIn addition, produce a\nPig Farm\nand\nSalt Ponds\n, these generate\n1t of Pigs\nand\n1t of Salt every 30s\n.\nNext, create\n2 Charcoal Burners\nin wooded locations and\n2 Furnaces\nto process the ore. This is enough to fuel both the\nWeaponsmith\nand the\nArmourer\n.\nSince your\nPig Farm\nand\nSalt Ponds\nproduce\n2t/min\n, you need\n2 Tanneries\nto take advantage of these resources.\nThis covers the basic production for your hybrid supply chain, now it’s just a matter of adding the production buildings. At this point your outputs are:\n2t of Leather\n, and\n2t of Iron Ingots\nper minute.\nBuild\n2 Sandal Makers\nto consume\n1t of Leather\nand produce\n1t of Sandals\nper minute.\nThen you add\n2 Weaponsmiths\nand\n1 Armourer\n, these consume\n2T of Charcoal\n,\n2t of Iron Ingots\nand\n0.66t of Leather\nto produce\nWeapons\nand\nArmour\n.\nThis isn’t quite perfect efficiency but gets very close. As a quick recap here are all of the buildings involved in this advanced hybrid supply chain:\nPig Farm\nSalt Ponds\nIron Mine\n2x Charcoal Burner\n2x Furnace\n2x Tanneries\n2x Sandal Makers\n2x Weaponsmith\nArmourer\nThis concept isn’t only useful when maximizing limited resources from Mountain or River slots - it can also be a great way to grow your city without over-building or wasting production.\nTrade in the Supply Chain\nLast but not least,\ntrade\nis a vital part of your supply chain. Each island has different\nfertilities.\nThis means you can’t always obtain all of the goods you need to complete a supply chain on one island. In this example, the left island has Mackerel, Lavender, Grapes, Oysters and Iron. The island on the right has Resin, Olives, Flax, Iron and Gold.\nTo solve this problem, you need to set up a trade network. This can involve purchasing goods from NPCs, or founding a city on a new island. For example, a trading that route transports\nAmphorae\nand\nOlives\nfrom one city in exchange for\nMackerel\n. Using a trade route like this means you can better satisfy the needs of your population.\nTrade is a powerful tool for creating supply chains and empire management. You can create trade networks between the provinces of Latium and Albion as well. This gives you access to even more goods. Your Equites have a taste for\nCheese\n, which is exclusively produced in Albion. Meanwhile, the lush fields of Latium are suited for making\nWine\n, a valuable commodity in Albion.\nYou can swap between provinces with the buttons at the top of your map on the trade screen, or with the globe button at the west-southwest position on you mini-map.\nIf you want to learn more about\nmaking efficient supply chains, with optimized production ratios\n, check out our guide!\nUp Next:\nHall of Fame and Accolades Guide & Unlock Checklist\nPrevious\nAnno 117 Production Ratio Guide\nNext\nHall of Fame and Accolades Guide & Unlock Checklist\nTop Guide Sections\nAnno 117 Campaign Mission Checklist\nAnno 117 Production Ratio Guide\nAnno 117 Supply Chains Explained\nHall of Fame and Accolades Guide & Unlock Checklist\nWas this guide helpful?\nLeave feedback\nIn This Guide\nAnno 117: Pax Romana\nUbisoft\nNov 13, 2025\nLearn more\nGo to comments", + "tables": [ + [ + [ + "Upgrade Cost", + "Technology Requirement" + ], + [ + "250 Denarii, 25 Timber, 5 Tiles", + "Warehouse Organization" + ], + [ + "500 Denarii, 50 Timber, 15 Tiles, 5 Concrete", + "Warehouse Refinement" + ] + ], + [ + [ + "Building", + "Requires", + "Time", + "Prod/Min" + ], + [ + "Iron Mine", + "N/A", + "30s", + "2t" + ], + [ + "Pig Farm", + "N/A", + "30s", + "2t" + ], + [ + "Salt Ponds", + "N/A", + "30s", + "2t" + ], + [ + "Charcoal Burner", + "Trees in Radius", + "30s", + "2t" + ], + [ + "Furnace", + "Iron Ore, Charcoal", + "60s", + "1t" + ], + [ + "Tannery", + "Pigs, Salt", + "60s", + "1t" + ], + [ + "Sandal Maker", + "Leather", + "120s", + "0.5t" + ], + [ + "Weaponsmith", + "Iron Ingots, Charcoal", + "90s", + "0.66t" + ], + [ + "Armourer", + "Iron Ingots, Leather, Charcoal", + "90s", + "0.66t" + ] + ] + ], + "images": [], + "all_images": [ + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Checklist Creation" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Production Ratios Explained - an117img0.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Woodcutter Radius - a117img1.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Woodcutter and Sawmill Connected to Trading Post - a117img2.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Oat Farm with Fields - a117img3.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Linking an Oat Farm with a Porridge Stand - a117img4.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Warehouse as a Trade Hub -an117img5.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Busy Warehouse vs Upgraded Warehouse - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Radius Effects of Buildings - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "River Slot, Clay Pit - a117img6.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Hybrid Tile and Amphorae Processing - an117img3.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Islands With Different Fertilities - a117img8.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Trade Route Example - an117img9.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Anno 117: Pax Romana" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/ESRBT.0593cb89.svg", + "alt": "ESRB: Teen" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/PCPlatform.661d13cd.svg", + "alt": "PC" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/PS5.54c85761.svg", + "alt": "PlayStation 5" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/XboxSeries.57f4ee4a.svg", + "alt": "Xbox Series X|S" + } + ], + "discovered_links": [ + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Supply_Chains_Explained", + "https://www.ign.com/wikis/anno-117-pax-romana/topcontributors", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Production_Ratio_Guide", + "https://www.ign.com/wikis/anno-117-pax-romana/Hall_of_Fame_and_Accolades_Guide_%26_Unlock_Checklist", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Campaign_Mission_Checklist" + ], + "full_html_length": 246025 +} \ No newline at end of file diff --git a/scraped_data/ign_anno-117-pax-romana_Celtic_vs_Romanized_Population_in_Albion.json b/scraped_data/ign_anno-117-pax-romana_Celtic_vs_Romanized_Population_in_Albion.json new file mode 100644 index 0000000..26e0cb4 --- /dev/null +++ b/scraped_data/ign_anno-117-pax-romana_Celtic_vs_Romanized_Population_in_Albion.json @@ -0,0 +1,182 @@ +{ + "url": "https://www.ign.com/wikis/anno-117-pax-romana/Celtic_vs_Romanized_Population_in_Albion", + "source": "ign", + "title": "Celtic vs Romanized Population in Albion - Anno 117: Pax Romana Guide - IGN", + "text_content": "Task Search\nChecklists\nGuides\nMarkers\nVideos\nSort and Filter\nNo Results\nChecklists\nNew Checklist\nAll Lists\nMy Checklists\nAll\nAll Lists\nMy Checklists\nHow creative can you get with your first free checklist?\nCreate a free account\nCeltic vs Romanized Population in Albion\nBy\nTenkiei\n,\nJen Rothery\n,\n+2 more\nupdated\nNov 20, 2025\nAfter you meet all of your Wader's needs, it's time to improve their housing. This leaves you with a choice, do you want to populate your city with Celtic Smiths, or Romanized Mercators? Your choice determines much more than just the look of your city. It defines the city's early game needs along with some of the challenges you're going to face. This is worth considering, but it's not a permanent or irrevocable decision. Once you reach tier 3 citizens, you can promote your Waders to either Smiths or Mercators, regardless of your initial choice!\nCeltic housing (left), vs Romanized housing (right) in Albion.\nClick the links below to jump to:\nCeltic Path\nRoman Path\nWhich Should You Choose?\nCeltic Path\nFirst up the Celtic path, this involves housing Smiths and meeting their needs to progress to Aldermen. Economically this is the easier choice because Smiths and Aldermen primarily require resources that are naturally found in Albion. Some key fertilities to keep an eye out for are\nDye Plants\n,\nTin\n,\nSaltwort\n, and\nPonies\n. If you obtain a supply of each you can progress smoothly while meeting all of your citizens needs.\nThe Celtic path does complicate your construction material supply chain, you need to produce two additional construction materials, Wattle & Daub and Granite Blocks. This means you need to dedicate roughly double the workers and space to material production, or find a way to trade for some of these resources. But it also means you can make\nCheese\n,\nBeer\n,\nCloaks,\nand\nChariots\nall of which you can send back to Latium to meet the needs of your citizens. Following the Celtic path gives you additional bonuses to Belief through the public service buildings and Marvels you unlock as you progress.\nHere are the unique technologies you can research through the Celtic Path:\nDiscovery\nEffect\nReplanting\nCharcoal Burners can use Meadows\nIn Case of Emergence*\nCan place City Watch buildings on Marshland\nHushing\nAqueducts can boost mines\nBeaver Brother\nBeaver Trapper +25% Productivity and can use forests & meadows\nGobannus-Model Bellows\n+30% Fuel Efficiency for Coal-dependent buildings\nImperial Parades\nBarracks gain a +2 prestige area of effect\nCult of Cernunnos*\nCan worship Cernunnos\nFuneral Games of Tailteann\nAll islands +20% effect of Recreation Ground\nCult of Epona*\nCan worship Epona\nAxe-Bearers*\nUnlocks this melee troop with high attack\nChariots\nUnlocks this maneuverable troop type\nTuagh De Danaan\nEnhances your Axe-Bearers with +100 Morale, +1 Toughness and +1 Melee Offense\nEquicurrian Chariots\nImproves your Chariots with +25% attack range, +1 Ranged Offense, +10% Movement Speed\n*These Technologies are part of the\nHall of Fame system\n.\nThere are also challenges when following the Celtic path. Chief among them, it's more difficult to keep a positive relationship with the Emperor. Rome values the Roman ways over those of the Celts. Additionally, you are reliant on many buildings that can only be created within marshlands. It's more difficult to build within marshes as some buildings cannot be placed there and connecting roads require Timber in addition to Denarii. Following the Celtic path is about living with the land, by following the old traditions.\nRoman Path\nIf you upgrade your Waders to Mercators, you begin down the Roman path. Economically this is the more difficult path to follow, as Mercators and Lords demand goods only produced in Latium. Some key fertilities to keep an eye out for include\nSilver\n(which can be shipped back to Latium),\nResin\n,\nSmall Birds\n, and\nSea Shells\n. In addition, look for sources of\nSoap\n,\nOlive Oil\nand\nWine\nto help your city progress. These are all tied to fertilities found in Latium, but you might be able to trade with an NPC like Tarragon to obtain some if you don't have any settlements there.\nWhile you progress down the Roman path, you unlock several Roman buildings that provide knowledge based on the buildings in radius. This includes the\nGrammaticus\nand\nFanum\n. Once you unlock Lords, and house enough of them within your city, you gain access to Aqueducts which provide Health and Fire Safety to your citizens while boosting productivity for many of your industries. In addition, you can build a\nTemple\nor\nBaths\nto provide even more bonuses. In comparison to the Celtic path, the Roman path provides more access to knowledge.\nHere are the unique technologies you can research through the Celtic Path:\nDiscovery\nEffect\nBetter Bellows\n+20% Fuel Efficiency for Coal-dependent buildings\nDrainage\nDrainage channel and Sluice gate\nAqua Arborica\nAqueduct boost: plantations\nRaising Sluices\n+80 Drainage Channels per Sluice Gate\nThe Flight of Birds\nBird Charmer +25% productivity, can use forests and meadows\nArtificer Intelligence\nSiege Workshops gain a +2 Knowledge area of effect\nCult of Mercury-Lugus*\nCan worship Mercury-Lugus\nLingua Romana\nEffect range of Grammaticus +20%\nAleatoria\nUnlocks the Gambling House public service building\nLegionnaires\nUnlocks this heavily armored troop\nManipular Manouveres\nImproves Legionnaires with +100 Morale, +1 Toughness +1 Shield Protection\nPraetorians\nUnlocks Praetorian Cavalry, essentially Legionnaires on horses\nSpathas\nEnhances your Praetorian Cavalry with +50 Morale, +1 Melee Offence, +4 Charge Offence\n*These Technologies are part of the\nHall of Fame system\n.\nFollowing the Roman path means bringing Roman ways to the land of Albion. This may anger Voada, inciting her to launch more raids on your cities. In addition, Athr Lorgwyn is more wary when you have a higher Romanized populace. This is the path of trade and can be more challenging, but rewards you with many goods that are highly valued in Latium.\nWhich Should You Choose?\nIf you want an easier progression path, primarily utilizing the fertilities naturally found in Albion, choose the Celtic path. Yes there are some diplomatic repercussions, but you can manage these with a few gifts. Alternatively, if you want a challenge, or have a large city in Latium that you can trade with, then picking the Roman path gets you access to\nBrooches\nand\nBird Tongue in Aspic\n. Remember, this is not a permanent choice! Once you reach tier 3 (Alderman or Noble), you can house both types of citizens within your Albion cities! This adds a whole new level of freedom to focus some cities on Celtic or Romanized populations, or blend both based on the fertilities available, or your own aesthetic tastes.\nUp Next:\nGemini in the Rough, Should you Pick Brutus or Gaius?\nPrevious\nShould You Settle Albion or Latium First?\nNext\nGemini in the Rough, Should you Pick Brutus or Gaius?\nTop Guide Sections\nAnno 117 Campaign Mission Checklist\nAnno 117 Production Ratio Guide\nAnno 117 Supply Chains Explained\nHall of Fame and Accolades Guide & Unlock Checklist\nWas this guide helpful?\nLeave feedback\nIn This Guide\nAnno 117: Pax Romana\nUbisoft\nNov 13, 2025\nLearn more\nGo to comments", + "tables": [ + [ + [ + "Discovery", + "Effect" + ], + [ + "Replanting", + "Charcoal Burners can use Meadows" + ], + [ + "In Case of Emergence*", + "Can place City Watch buildings on Marshland" + ], + [ + "Hushing", + "Aqueducts can boost mines" + ], + [ + "Beaver Brother", + "Beaver Trapper +25% Productivity and can use forests & meadows" + ], + [ + "Gobannus-Model Bellows", + "+30% Fuel Efficiency for Coal-dependent buildings" + ], + [ + "Imperial Parades", + "Barracks gain a +2 prestige area of effect" + ], + [ + "Cult of Cernunnos*", + "Can worship Cernunnos" + ], + [ + "Funeral Games of Tailteann", + "All islands +20% effect of Recreation Ground" + ], + [ + "Cult of Epona*", + "Can worship Epona" + ], + [ + "Axe-Bearers*", + "Unlocks this melee troop with high attack" + ], + [ + "Chariots", + "Unlocks this maneuverable troop type" + ], + [ + "Tuagh De Danaan", + "Enhances your Axe-Bearers with +100 Morale, +1 Toughness and +1 Melee Offense" + ], + [ + "Equicurrian Chariots", + "Improves your Chariots with +25% attack range, +1 Ranged Offense, +10% Movement Speed" + ] + ], + [ + [ + "Discovery", + "Effect" + ], + [ + "Better Bellows", + "+20% Fuel Efficiency for Coal-dependent buildings" + ], + [ + "Drainage", + "Drainage channel and Sluice gate" + ], + [ + "Aqua Arborica", + "Aqueduct boost: plantations" + ], + [ + "Raising Sluices", + "+80 Drainage Channels per Sluice Gate" + ], + [ + "The Flight of Birds", + "Bird Charmer +25% productivity, can use forests and meadows" + ], + [ + "Artificer Intelligence", + "Siege Workshops gain a +2 Knowledge area of effect" + ], + [ + "Cult of Mercury-Lugus*", + "Can worship Mercury-Lugus" + ], + [ + "Lingua Romana", + "Effect range of Grammaticus +20%" + ], + [ + "Aleatoria", + "Unlocks the Gambling House public service building" + ], + [ + "Legionnaires", + "Unlocks this heavily armored troop" + ], + [ + "Manipular Manouveres", + "Improves Legionnaires with +100 Morale, +1 Toughness +1 Shield Protection" + ], + [ + "Praetorians", + "Unlocks Praetorian Cavalry, essentially Legionnaires on horses" + ], + [ + "Spathas", + "Enhances your Praetorian Cavalry with +50 Morale, +1 Melee Offence, +4 Charge Offence" + ] + ] + ], + "images": [], + "all_images": [ + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Checklist Creation" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Celts vs Romanization Splash - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Recreation and Fanum - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Albion Technology Replanting - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Bird Tongue Prod Chain - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Temple and Baths in Albion - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Anno 117: Pax Romana" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/ESRBT.0593cb89.svg", + "alt": "ESRB: Teen" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/PCPlatform.661d13cd.svg", + "alt": "PC" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/PS5.54c85761.svg", + "alt": "PlayStation 5" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/XboxSeries.57f4ee4a.svg", + "alt": "Xbox Series X|S" + } + ], + "discovered_links": [ + "https://www.ign.com/wikis/anno-117-pax-romana/Celtic_vs_Romanized_Population_in_Albion", + "https://www.ign.com/wikis/anno-117-pax-romana/topcontributors", + "https://www.ign.com/wikis/anno-117-pax-romana/Hall_of_Fame_and_Accolades_Guide_%26_Unlock_Checklist", + "https://www.ign.com/wikis/anno-117-pax-romana/Should_You_Settle_Albion_or_Latium_First%3F", + "https://www.ign.com/wikis/anno-117-pax-romana/Gemini_in_the_Rough,_Should_you_Pick_Brutus_or_Gaius%3F", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Campaign_Mission_Checklist", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Production_Ratio_Guide", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Supply_Chains_Explained" + ], + "full_html_length": 213538 +} \ No newline at end of file diff --git a/scraped_data/ign_anno-117-pax-romana_Gemini_in_the_Rough__Should_you_Pick_Brutus_or_Gaius_3F.json b/scraped_data/ign_anno-117-pax-romana_Gemini_in_the_Rough__Should_you_Pick_Brutus_or_Gaius_3F.json new file mode 100644 index 0000000..f4f6788 --- /dev/null +++ b/scraped_data/ign_anno-117-pax-romana_Gemini_in_the_Rough__Should_you_Pick_Brutus_or_Gaius_3F.json @@ -0,0 +1,61 @@ +{ + "url": "https://www.ign.com/wikis/anno-117-pax-romana/Gemini_in_the_Rough,_Should_you_Pick_Brutus_or_Gaius%3F", + "source": "ign", + "title": "Gemini in the Rough, Should you Pick Brutus or Gaius? - Anno 117: Pax Romana Guide - IGN", + "text_content": "Task Search\nChecklists\nGuides\nMarkers\nVideos\nSort and Filter\nNo Results\nChecklists\nNew Checklist\nAll Lists\nMy Checklists\nAll\nAll Lists\nMy Checklists\nHow creative can you get with your first free checklist?\nCreate a free account\nGemini in the Rough, Should you Pick Brutus or Gaius?\nBy\nTenkiei\n,\nJen Rothery\n,\n+2 more\nupdated\nNov 20, 2025\nGemini in the Rough\nis an event you're offered early on in Anno 117: Pax Romana. It serves as a soft introduction to Specialists by letting you choose between 2 Epic Specialists:\nBrutus Julius Lupus\n, Pollux of Policies and\nGaius Julius Lupus\n, Castor of Fortunes. Both options offer strong bonuses which are beneficial to your city but there are certainly reasons to use one over the other.\nThe first step is to question the brothers, and learn more about them.\nAfter that, there are 3 outcomes:\nHire Brutus (obtain this Specialist)\nHire Gaius (obtain this Specialist)\nFlip a Coin (you're randomly given either Specialist)\nBrutus Julius Lupus, Pollux of Policies\nFirst up,\nBrutus\n: a specialist who\nincreases the workforce provided by residences in range\n. This 20% boost is significant, especially when you are resource gated and struggling to expand your city. This makes him a great\nearly game option\n, especially when you're playing on Normal difficulty.\nGaius Julius Lupus, Castor of Fortunes\nGaius,\non the other hand,\nadds +1.5 income to the Market area of effect\n, significantly increasing your profits especially if you can overlap his effect radius with multiple Markets. Late game you can spend millions of Denarii rolling for the perfect specialists, so the more money you generate the more options you have. There are also technologies which extend the effective range of Markets due to improving your roads (or directly improving your markets). Gaius can help you make more profit.\nWhich Should You Pick?\nUltimately, both are good specialists with powerful bonuses. However Brutus tends to be stronger early game, and Gaius tends to be stronger later on. Additionally, it's easier to get a solid Economic specialist to boost your Income, than it is to get a Workforce focused Specialist. This means that Brutus is the better choice for most players as there are many other late game Specialists with powerful income bonuses.\nUp Next:\nHow to Provide Goods & Services to Meet the Needs of Your Citizens\nPrevious\nCeltic vs Romanized Population in Albion\nNext\nHow to Provide Goods & Services to Meet the Needs of Your Citizens\nTop Guide Sections\nAnno 117 Campaign Mission Checklist\nAnno 117 Production Ratio Guide\nAnno 117 Supply Chains Explained\nHall of Fame and Accolades Guide & Unlock Checklist\nWas this guide helpful?\nLeave feedback\nIn This Guide\nAnno 117: Pax Romana\nUbisoft\nNov 13, 2025\nLearn more\nGo to comments", + "tables": [], + "images": [], + "all_images": [ + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Checklist Creation" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Gemini in the Rough - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Hire Brutus as a Specialist - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Hire Gaius as a Specialist - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Hire Gaius Specialist - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Anno 117: Pax Romana" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/ESRBT.0593cb89.svg", + "alt": "ESRB: Teen" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/PCPlatform.661d13cd.svg", + "alt": "PC" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/PS5.54c85761.svg", + "alt": "PlayStation 5" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/XboxSeries.57f4ee4a.svg", + "alt": "Xbox Series X|S" + } + ], + "discovered_links": [ + "https://www.ign.com/wikis/anno-117-pax-romana/Gemini_in_the_Rough,_Should_you_Pick_Brutus_or_Gaius%3F", + "https://www.ign.com/wikis/anno-117-pax-romana/topcontributors", + "https://www.ign.com/wikis/anno-117-pax-romana/Celtic_vs_Romanized_Population_in_Albion", + "https://www.ign.com/wikis/anno-117-pax-romana/How_to_Provide_Goods_%26_Services_to_Meet_the_Needs_of_Your_Citizens", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Campaign_Mission_Checklist", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Production_Ratio_Guide", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Supply_Chains_Explained", + "https://www.ign.com/wikis/anno-117-pax-romana/Hall_of_Fame_and_Accolades_Guide_%26_Unlock_Checklist" + ], + "full_html_length": 192621 +} \ No newline at end of file diff --git a/scraped_data/ign_anno-117-pax-romana_Hall_of_Fame_and_Accolades_Guide__26_Unlock_Checklist.json b/scraped_data/ign_anno-117-pax-romana_Hall_of_Fame_and_Accolades_Guide__26_Unlock_Checklist.json new file mode 100644 index 0000000..e0ce5c1 --- /dev/null +++ b/scraped_data/ign_anno-117-pax-romana_Hall_of_Fame_and_Accolades_Guide__26_Unlock_Checklist.json @@ -0,0 +1,1200 @@ +{ + "url": "https://www.ign.com/wikis/anno-117-pax-romana/Hall_of_Fame_and_Accolades_Guide_%26_Unlock_Checklist", + "source": "ign", + "title": "Hall of Fame and Accolades Guide & Unlock Checklist - Anno 117: Pax Romana Guide - IGN", + "text_content": "Task Search\nChecklists\nGuides\nMarkers\nVideos\nSort and Filter\nNo Results\nChecklists\nNew Checklist\nAll Lists\nMy Checklists\nAll\nAll Lists\nMy Checklists\nHow creative can you get with your first free checklist?\nCreate a free account\nHall of Fame and Accolades Guide & Unlock Checklist\nBy\nTenkiei\n,\nJen Rothery\n,\n+2 more\nupdated\nNov 20, 2025\nThe Hall of Fame is a metaprogression system where you unlock resources, specialists, ornaments, technologies and more by completing Accolades. Once unlocked, these upgrades are persistent, meaning you gain the benefit in each game. Many of the Hall of Fame unlocks provide you an advantage in the early game. Technologies for example make it easier to gather basic resources like Timber. Meanwhile the specialists are high rarity, and apply powerful effects to your city.\nIf you begin a city, then complete some Accolades, you do not need to restart to gain the benefits!\nClick the links below to jump to:\nHow to Access the Hall of Fame & Accolades\nHall of Fame Tiers\nLatium I\nLatium II\nLatium III\nLatium IV\nLatium V\nAlbion I\nAlbion II\nAlbion III\nAccolades\nVisionary Architect\nEfficient Economist\nFarsighted Administrator\nTactful Diplomat\nUltimate Victor\nKeen Listener\nSteadfast Governor\nInsightful Sage\nNinefold Annotator\nLoyal Roman\nIndomitable Celt\nBest Hall of Fame Unlocks\nHow to Access the Hall of Fame\nBegin by clicking on your Governor's portrait at the top of the screen, then use the top menu to navigate to the \"\nHall of Fame\n\" tab. From here, select Latium or Albion depending on which Province you want to unlock bonuses for.\nUse the \"\nAccolades\n\" tab to check your progress on the game's various achievements.\nHall of Fame Tiers\nThe Latium Hall of Fame has 5 tiers of unlocks, whereas the Albion Hall of Fame has 3 tiers. Unlocking each tier requires you to spend more fame. The following table has all of the tiers available, along with the total Fame Points required to unlock and the points required since last tier. For example\nLatium III\nrequires 160 points, but you already have 50 points from unlocking\nLatium II\nso you only need 110 additional Fame Points.\nTier\nFame Points to Unlock\nPoints Needed\nProgress\nLatium I\nN/A\nN/A\nLatium I Unlocked\nLatium II\n50\n50\nLatium II Unlocked\nLatium III\n160\n110\nLatium III Unlocked\nLatium IV\n320\n160\nLatium IV Unlocked\nLatium V\n540\n220\nLatium V Unlocked\nAlbion I\nN/A\nN/A\nAlbion I Unlocked\nAlbion II\n100\n100\nAlbion II Unlocked\nAlbion III\n240\n140\nAlbion III Unlocked\nYou need a total of 780 Fame Points to access every tier.\nLatium I\nName\nEffect\nCost\nUnlocked\nNeptune\nGod Unlocked\nN/A\nNeptune Unlocked\nIn Vino Veritas\nNew Sigil\n8\nIn Vino Veritas Unlocked\nShipboard Scorpiones\nTechnology:\nAdd a medium-range weapon to your Ships.\n20\nShipboard Scorpiones Unlocked\nCeres\nGod Unlocked\nN/A\nCeres Unlocked\nMerypath, Gromatic Surveyor\nCaptain Specialist:\n+100% Discovery Radius, +25% Hit Points, +15% Movement Speed, Favorable Wind Angle +45\n20\nMerypath, Gromatic Surveyor Unlocked\nCobbled Mosaic\nCosmetic\n15\nCobbled Mosaic Unlocked\nMars\nGod Unlocked\nN/A\nMars Unlocked\nStatue of a Lion\nSmall Ornament\n12\nStatue of a Lion Unlocked\nGovernor's Flagship\nBegin with a Flagship\nN/A\nGovernor's Flagship Unlocked\nStatue Fountain\nMedium Ornament\n15\nStatue Fountain Unlocked\nLatium II\nName\nEffect\nCost\nUnlocked\nEternal Fountain\nMedium Ornament\n20\nEternal Fountain Unlocked\nFamiliars\nAdds a song to the Soundtrack\n15\nFamiliars Unlocked\nAzure\nNew color for your profile\n15\nAzure Unlocked\nLarge Lithophyte\nSmall Ornament\n18\nLarge Lithophyte Unlocked\nSyrah's Vessel\nCosmetic\n20\nSyrah's Vessel Unlocked\nVilla of Syrah\nCosmetic\n40\nVilla of Syrah Unlocked\nTrax\nBanner Sigil\n15\nTrax Unlocked\nActorius Maximinus, Nummularius Nonpareil\nSpecialist:\nMarkets in Range provide +1.5 Income and require -75% Upkeep\n22\nActorius Maximinus, Nummularius Nonpareil Unlocked\nValeria\nGovernor Portrait\n15\nValeria Unlocked\nLatium III\nName\nEffect\nCost\nUnlocked\nDiana\nPortrait\n25\nDiana Unlocked\nMackerel Hauling\nTechnology:\nAllows you to build a Scomber's Hut to harvest Mackerel even on islands without the fertility (at 50% reduced output)\n30\nMackerel Hauling Unlocked\nPersimmon\nNew color for your profile\n20\nPersimmon Unlocked\nOfficer of the Pax\nSmall Ornament\n22\nOfficer of the Pax Unlocked\nMercury-Lugus\nGod Unlocked:\nBonuses for trade and wealth\n40\nMercury-Lugus Unlocked\nSilhouettes\nAdds a song to the Soundtrack\n20\nSilhouettes Unlocked\nChequered Mosaic\nCosmetic\n18\nChequered Mosaic Unlocked\nTroucotouto, Subjugating Subiudex\nSpecialist:\nLiberti and Wader Residences in range, +30% Workforce from Residents, -1 Happiness\n30\nTroucotouto, Subjugating Subiudex Unlocked\nRoman Material Pack\n50t Timber, 40t Tiles, 30t Concrete\n30\nRoman Material Pack Unlocked\nMinotaurus\nBanner Sigil\n20\nMinotaurus Unlocked\nColumna Annorum\nMedium Ornament\n25\nColumna Annorum Unlocked\nLatium IV\nName\nEffect\nCost\nUnlocked\nImpressive Column\nSmall Ornament\n32\nImpressive Column Unlocked\nBronze\nA cosmetic skin for King Numa and his Family.\n50\nBronze Unlocked\nJudoc Diadalos, of the Myrtle Tower\nSpecialist:\nTowers in range gain +20% Attack Range, -80% Workforce Needed, -50% Upkeep, +50% Hit Points\n40\nJudoc Diadalos, of the Myrtle Tower Unlocked\nRuby Mosaic\nCosmetic\n35\nRuby Mosaic Unlocked\nShadows of Syrah\nCosmetic\n70\nShadows of Syrah Unlocked\nTriskelion\nBanner Sigil\n25\nTriskelion Unlocked\nWater Pavillion\nA Medium Ornament for your City\n30\nWater Pavillion Unlocked\nMarket of Syrah\nCosmetic\n35\nMarket of Syrah Unlocked\nWoodland Rebirth\nTechnology:\nWoodcutters can use Meadows.\n45\nWoodland Rebirth Unlocked\nLatium V\nName\nEffect\nCost\nUnlocked\n... and Home Again\nSoundtrack\n30\n... and Home Again Unlocked\nRoman Goods Pack\n40t Sardines, 40t Porridge, 40t Tunics, 40t Pileus\n50\nRoman Goods Pack Unlocked\nTriumphal Arch\nCommemorate your victories for generations to come.\n120\nTriumphal Arch Unlocked\nSilver Star\nCosmetic\n35\nSilver Star Unlocked\nArruns Spedius Fastus, Sutor Supra Crepidam\nSpecialist:\nResidences in range gain +1 Happiness and +3 Prestige if supplied with Sandals, +1 Happiness and +3 Prestige if supplied with Reed Shoes\n50\nArruns Spedius Fastus, Sutor Supra Crepidam Unlocked\nProverbial Torch Bearer\nSmall Ornament\n40\nProverbial Torch Bearer Unlocked\nBen-Baalion\nPortrait\n35\nBen-Baalion Unlocked\nUndead Legion\nBanner Sigil\n30\nUndead Legion Unlocked\nDuct Irrigation\nTechnology:\nAqueduct Boost: Farms\n60\nDuct Irrigation Unlocked\nAlbion I\nName\nEffect\nCost\nUnlocked\nEpona\nGod Unlocked:\nBonuses to horses and livestock\n30\nEpona Unlocked\nMenander of Nicomedes, Auspicious Haruspex\nSpecialist:\nSanctuary and Faunum in range provides +1.5 Belief area of effect, +0.5 Knowledge area of effect, -50% Upkeep\n20\nMenander of Nicomedes, Auspicious Haruspex Unlocked\nIn Case of Emergence\nTechnology:\nAllows the building of City Watch buildings (Vigiles, Custodia, Medici) on Marshes\n20\nIn Case of Emergence Unlocked\nCeltic Idol\nSmall Ornament\n15\nCeltic IdolUnlocked\nMoss Bedecked\nCosmetic\n15\nMoss Bedecked Unlocked\nSacred Tree\nBanner Sigil\n15\nSacred Tree Unlocked\nManx\nPortrait\n18\nManx Unlocked\nMoss Covered\nCosmetic\n12\nMoss Covered Unlocked\nOchs Grass\nNew color for your profile\n10\nOchs Grass Unlocked\nCeltic Material Pack\n50t Timber, 40t Tiles, 30t Wattle & Daub\n25\nCeltic Material Pack Unlocked\nAlbion II\nName\nEffect\nCost\nUnlocked\nMoss Covered\nCosmetic\n28\nMoss Covered Unlocked\nSiochianri Bichearb, Boioran Rhapsodist\nSpecialist:\nResidences in range +25% Belief, +25% Knowledge\n35\nSiochianri Bichearb, Boioran Rhapsodist Unlocked\nAirless Barrow\nSmall Ornament\n20\nAirless Barrow Unlocked\nKnotty Mosaic\nCosmetic\n20\nKnotty Mosaic Unlocked\nMoss-Ridden\nCosmetic\n60\nMoss-Ridden Unlocked\nHollow Tree\nMedium Ornament\n30\nHollow Tree Unlocked\nMoly\nBanner Sigil\n20\nMoly Unlocked\nWooden Colonnade\nDecorative wall tiles\n25\nWooden Colonnade Unlocked\nCeltic Dream\nCosmetic\n25\nCeltic Dream Unlocked\nAlbion III\nName\nEffect\nCost\nUnlocked\nTrifecta\nBanner Sigil\n25\nTrifecta Unlocked\nRitual Lith\nSmall Ornament\n32\nRitual Lith Unlocked\nWicker Wilderman\nKindle the flame in the name of Celtic gods\n75\nWicker Wilderman Unlocked\nProcurator Corvinus\nPortrait\n28\nProcurator Corvinus Unlocked\nMoss-Ridden\nA skin for King Numa and his family\n40\nMoss-Ridden Unlocked\nAxe Bearers\nTechnology:\nAllows the training of lightly armored Axe Bearers\n45\nAxe Bearers Unlocked\nAliens\nSoundtrack\n30\nAliens Unlocked\nCernunnos\nGod Unlock:\nBonuses to forests and woodlands\n55\nCernunnos Unlocked\nAncient Stone\nCosmetic\n30\nAncient Stone Unlocked\nAccolades\nAccolades are split among 11 categories. Each has 9 achievements you can earn ranging from easy to extremely difficult. In addition to the Fame Points rewarded for completing each task, you gain an additional 90 Fame for completing all 9 within a given category.\nVisionary Architect\nTask\nFame Points\nAccolade\nStart your settlement off with its first Fishery.\n15\nAb Initio Anno\nBuild an Aqueduct with a length of at least 99 tiles.\n15\nAquaduct Vitae\nHouse a total of 400 Plebeians.\n15\nAdunatio Plebis\nHave exclusively marble roads with the status of Growing Town (V) or better.\n30\nMarmoream Relinquo\nBeautify an island with 50 ornaments.\n15\nHaec Ornamenta Mea\nHave 9 building plans at the same time.\n15\nHippodamian Planner\nHave a total of 50,000 pop across all cities.\n15\nThe First Mile\nBuild all public services in Albion and Latium.\n50\nPro Bono Publico\nHave a major city (level IX) city status on an island without any Liberati or Plebeians.\n30\nPatrician Tastes\nEfficient Economist\nTask\nFame Points\nAccolade\nSet up your first Timber production chain.\n15\nAxe Romana\nTrigger your first bankruptcy warning.\n15\nAnno Horribilis\nHave 333 talenta (t) of Sardines in storage.\n15\nSurplus Ultra\nHave a positive income balance of 250 Denariii.\n15\nPecunia Non Olet\nReach 100% productivity at a Loungers Factory.\n15\nPerfectly Balanced\nCover 70% of an island in farm fields\n15\nOutstanding in the Field\nPause a production building\n15\nResting on Laurels\nSocket 9 specialists on 1 island.\n30\nFull House\nSustain a major city (IX) for 17 minutes on an island supported by a single trade route.\n50\nEns Causa Sui\nFarsighted Administrator\nTask\nFame Points\nAccolade\nSettle on a second island.\n15\nTerra Nova\nDestroy 117 enemy ships\n30\nOceanic Battlefield\nSet up a trade route with 9 stops.\n15\nTravelling Sails Problem\nBuild a Quinquireme equipped with the maximum number of military modules.\n15\nUltima Ratio\nBuy all goods stocked by a trader at once.\n15\nCaveat Venditor\nSpend at least 170,100 denarii re-rolling items for sale\n30\nAlea Iacta Est\nThrow 1602 talentum(t) of goods overboard.\n15\nNeptune’s Bounty\nSail 2,205 nautical miles.\n15\nFrom Sea to Sea\nHave a captain equipped on 27 ships.\n50\nIndustry of Captains\nTactful Diplomat\nTask\nFame Points\nAccolade\nEstablish a trade treaty.\n15\nTrade Union\nDestroy 117 wall segments.\n15\nQuod Erat destructum\nAlly with Voada or Syracus.\n30\nBad Company\nConquer an opponent’s villa.\n15\nDelenda Est\nAppoint an allied rival as a specialist.\n15\nEx Amicitia Pax\nReceive tribute from a rival.\n15\nVirtue’s reward\nGift other parties 207,000 denarii in total.\n15\nEx Gratia\nHave a major city (IX) with 20% of its income dedicated to maintenance of military building.\n50\nPara Bellum\nBroker a peace after waging war with three separate rivals.\n30\nSi Vis Pacem\nUltimate Victor\nTask\nFame Points\nAccolade\nEliminate Dorian.\n15\nA Brother’s Betrayal\nEliminate Licia.\n15\nBreak the Cocoon\nEliminate Tarragon.\n15\nOdyssey’s End\nEliminate Athr Lorgwyn.\n15\nThe Impossible Dream\nEliminate Zara Nitu.\n15\nStarfall\nEliminate Concordia.\n30\nSnuffing the Flame\nEliminate Neferneru.\n30\nHeavier Than A Feather\nAttain the Rank of Proconsul.\n50\nQuid Pro Quo\nAttain the Rank of Consul.\n50\nOpen for Consultation\nKeen Listener\nTask\nFame Points\nAccolade\nComplete all of Dorian's quests.\n15\nPumping Marble\nComplete all of Tarragon's quests.\n15\nLife Support\nComplete all of Licia's quests.\n15\nKeeper of Secrets\nComplete all of Athr Lorgwyn's quests.\n15\nQuesting Beast\nComplete all of Zara Nitu's quests.\n30\nAd Astra\nComplete all of Concordia's quests.\n30\nFuelling the Flame\nComplete all of Neferneru's quests.\n50\nFor Kashta!\nComplete all of Valeria's quests.\n15\nLily Buy-in\nBestowed with a Lucky Coin from an Alderman, in memory of a hero.\n15\nHeads or Tales\nSteadfast Governor\nTask\nFame Points\nAccolade\nComplete Act I.\n15\nA Toe in the Caldarium\nComplete Act II.\n15\nBend or Break\nspend more than 24 hours in one Campaign game.\n30\nNot Built in a Day\nSurvive Voada's attack.\n15\nUn-Scathached\nDecide the fate of the sacred grove.\n15\nBranching Paths\nDecide the fate of the deserters.\n15\nThe Eagle Roams\nWitness Lucius' death.\n15\nLong Live the...\nHandle the situation with Voada's brother.\n30\nFirst Aodhan\nPit an end to the conflict with Voada in the Campaign.\n50\nBeyond a Shadow\nInsightful Sage\nTask\nFame Points\nAccolade\nHave a combined total production of 1,404 Knowledge.\n15\nDiscendo Discimus\nFulfill 9 Research Inspirations.\n15\nScientia Potestas Est\nFulfill all Inspirations that hearken to Anno's past or future.\n15\nNonanumerologist\nAcquire a Discovery from the Hall of Fame\n15\nOrbis Non Sufficit\nResearch a repeatable Discovery again... And again.\n30\nAd Infinitum\nAccumulate a total value of 1602 Prestige.\n15\nPro Gloria\nHave the Veneration Effect of 6 Patron Deities active at once.\n50\nBona Fides\nReach the fifteenth milestone of Devotion on an island.\n15\nDevoted to Devotion\nUnlock all Inspiration in one Research Category.\n30\nPolygnostic\nNinefold Annotator\nTask\nFame Points\nAccolade\nfulfill 90 Contracts.\n30\nContractually Obliged\nRecieve the suggestion to take a break 9 times.\n15\nOne... More... Chain...\nHave 9 Discoveries in the Research queue.\n15\nApodixic Appointer\nChange a building's Skin with the Cosmetic Tool 9 times.\n15\nDe Novo\nOpen 9 Infocorners.\n15\nNota Bene\nGroup 9 ships into a fleet\n15\nNovarchus\nDedicate 9 islands to the same Patron God.\n15\nMonopantheist\nSet up 9 Trade Routes between different islands.\n15\nTrails in the Sea\nHost 9 events in the Ampitheater.\n50\nMorituri Te Salutant\nLoyal Roman\nTask\nFame Points\nAccolade\nHave a Specialist in a Villa\n15\nExperto Crede\nBuild every Fashion production chain in Latium.\n15\nVestis Civitatem Facit\nPlace all 3 Amenities in Latium\n15\nCity Watched\nAppoint Cernunnos as a Patron God of an Island in Latium.\n30\nInterpretatio Celtica\nResolve 10 Major Incidents\n15\nSemper Vigilo\nSocket Uisarix and Obairrix in the same Villa.\n15\nReunionatrix\nFeed your Patricians nothing but Oysters & Caviar for a total of 117 minutes.\n30\nClammed Up\nHave 2700 excess Workforce.\n15\nLibertine Liberty\nHave the highest Devotion to your Exalted Patron God of all Governors in Latium.\n30\nHolier than Thou\nIndomitable Celt\nTask\nFame Points\nAccolade\nSettle your first island in Albion.\n15\nPast the White Cliffs\nAppoint two Celtic deities as Patron Gods on your islands.\n15\nTuatha Deorum\nProvide Aldermen with Wine while halting their Beer supply.\n30\nIn Vino Veritas\nDiscover all of Albion.\n15\nHic Svnt Dracones\nMatch the Celts in a drinking contest.\n15\nThe Last Drop\nConnect Albion and Latium with a minimum of 3 Trade Routes.\n15\nCura Annonae\nRemove all the marsh tiles from one of your islands.\n15\nTerra Firma\nHouse 2205 Celtic residents on an island without Romanising a single one.\n30\nRomani Ite Domum\nSurpass 500 Health, Fire Safety, and Happiness in Albion.\n50\nShield of Albion\nBest Hall of Fame Unlocks\nThere are a lot of things you can unlock through the Hall of Fame, but many of them don't have a direct impact on your city or progression. But there are some which are incredibly impactful. For example, the\nWoodland Rebirth\ntechnology makes\nWoodcutter\nplacement a breeze! You no longer need to worry about placing them near 80 Forest tiles to maximize their efficiency, they can plant their own trees in meadows. They still need 80 open tiles, but you can place them (almost) anywhere.\nBest Unlocks:\nMerypath, Gromatic Surveyor\n- A great Tier I unlock. In the early game she makes exploration easier due to the +100% Discovery radius bonus, late game she can captain a trade vessel to provide it movement speed and make it easier for the vessel to harvest favorable winds.\nActorius Maximinus, Nummularius Nonpareil\n- Another powerful specialist. He provides additional income from your Markets. The more Denarii you have, the more you can build, purchase specialists, and expand to new islands!\nMackerel Hauling\n- This way you don't need to worry about the Mackerel fertility when providing Garum to your citizens. While this is good it is not as important as most of the other unlocks on this list.\nMercury Lugus\n- Mercury's Shrine provides +2 Income, in addition unlocking the Tier 2 veneration buff allows you to construct Gold Mines which are more efficient.\nRoman Materials Pack\n- Not as important as the other unlocks so far, but this does make it easier to start a city as you can use the Tiles and Concrete to build higher tier buildings and roads early on.\nWoodland Rebirth\n- An incredibly powerful unlock, as it makes Woodcutter placement much easier allowing you more flexibility when constructing a city.\nRoman Goods Pack\n- Like with the material Pack this supercharges your early game allowing you to build a bigger initial city while still meeting the needs of your citizens. But it doesn't have the same long-term impact as unlocks like Gods and Specialists.\nDuct Irrigation\n- Once you unlock Aqueducts, you can use them to boost the efficiency of your farm. Since Farms take up a large amount of space, anything you can do to increase their efficiency is helpful.\nArruns Spedius Fastus, Sutor Supra Crepidam\n- As your city grows, one of the biggest concerns becomes happiness as large cities have significant penalties to this attribute. This specialist helps provide a baseline level of happiness while increasing your Prestige which can be beneficial for diplomacy.\nEpona\n- A Celtic Goddess who provides bonuses to your livestock production. Her Exalted effect extends the range of your Warehouses by +30% making it easier to maintain massive cities.\nMenander of Nicomedes, Auspicious Haruspex\n- This specialist provides Belief, needed to activate Deity bonuses and Exaltation effects, plus Knowledge used to unlock technologies.\nIn Case of Emergency\n- Many of the resource buildings in Albion must be built on marshland, which early on leaves them very vulnerable to fire, unrest and disease so this technology is crucial to your ability to keep incidents under control in your city.\nCeltic Material Pack\n- Like with the Roman equivalent, this is a good way to boost early construction which is great for getting started.\nSiochianri Bichearb, Boioran Rhapsodist\n- While this bard doesn't help your early game much, his bonuses are incredibly powerful when applied to a large city with multiple high tier service buildings making him one of the best unlocks on this list!\nCernunnos\n- The Lord of the Forest provides bonuses to natural goods like Small Birds and Resin. In addition his Veneration bonus\nArboreal Rhizome\ncauses your forest buildings to generate small amounts of other forest resources, making them incredibly efficient.\nUp Next:\nAnno 117 Fertility Guide\nPrevious\nAnno 117 Supply Chains Explained\nNext\nAnno 117 Fertility Guide\nTop Guide Sections\nAnno 117 Campaign Mission Checklist\nAnno 117 Production Ratio Guide\nAnno 117 Supply Chains Explained\nHall of Fame and Accolades Guide & Unlock Checklist\nWas this guide helpful?\nLeave feedback\nIn This Guide\nAnno 117: Pax Romana\nUbisoft\nNov 13, 2025\nLearn more\nGo to comments", + "tables": [ + [ + [ + "Tier", + "Fame Points to Unlock", + "Points Needed", + "Progress" + ], + [ + "Latium I", + "N/A", + "N/A", + "Latium I Unlocked" + ], + [ + "Latium II", + "50", + "50", + "Latium II Unlocked" + ], + [ + "Latium III", + "160", + "110", + "Latium III Unlocked" + ], + [ + "Latium IV", + "320", + "160", + "Latium IV Unlocked" + ], + [ + "Latium V", + "540", + "220", + "Latium V Unlocked" + ], + [ + "Albion I", + "N/A", + "N/A", + "Albion I Unlocked" + ], + [ + "Albion II", + "100", + "100", + "Albion II Unlocked" + ], + [ + "Albion III", + "240", + "140", + "Albion III Unlocked" + ] + ], + [ + [ + "Name", + "Effect", + "Cost", + "Unlocked" + ], + [ + "Neptune", + "God Unlocked", + "N/A", + "Neptune Unlocked" + ], + [ + "In Vino Veritas", + "New Sigil", + "8", + "In Vino Veritas Unlocked" + ], + [ + "Shipboard Scorpiones", + "Technology:Add a medium-range weapon to your Ships.", + "20", + "Shipboard Scorpiones Unlocked" + ], + [ + "Ceres", + "God Unlocked", + "N/A", + "Ceres Unlocked" + ], + [ + "Merypath, Gromatic Surveyor", + "Captain Specialist:+100% Discovery Radius, +25% Hit Points, +15% Movement Speed, Favorable Wind Angle +45", + "20", + "Merypath, Gromatic Surveyor Unlocked" + ], + [ + "Cobbled Mosaic", + "Cosmetic", + "15", + "Cobbled Mosaic Unlocked" + ], + [ + "Mars", + "God Unlocked", + "N/A", + "Mars Unlocked" + ], + [ + "Statue of a Lion", + "Small Ornament", + "12", + "Statue of a Lion Unlocked" + ], + [ + "Governor's Flagship", + "Begin with a Flagship", + "N/A", + "Governor's Flagship Unlocked" + ], + [ + "Statue Fountain", + "Medium Ornament", + "15", + "Statue Fountain Unlocked" + ] + ], + [ + [ + "Name", + "Effect", + "Cost", + "Unlocked" + ], + [ + "Eternal Fountain", + "Medium Ornament", + "20", + "Eternal Fountain Unlocked" + ], + [ + "Familiars", + "Adds a song to the Soundtrack", + "15", + "Familiars Unlocked" + ], + [ + "Azure", + "New color for your profile", + "15", + "Azure Unlocked" + ], + [ + "Large Lithophyte", + "Small Ornament", + "18", + "Large Lithophyte Unlocked" + ], + [ + "Syrah's Vessel", + "Cosmetic", + "20", + "Syrah's Vessel Unlocked" + ], + [ + "Villa of Syrah", + "Cosmetic", + "40", + "Villa of Syrah Unlocked" + ], + [ + "Trax", + "Banner Sigil", + "15", + "Trax Unlocked" + ], + [ + "Actorius Maximinus, Nummularius Nonpareil", + "Specialist:Markets in Range provide +1.5 Income and require -75% Upkeep", + "22", + "Actorius Maximinus, Nummularius Nonpareil Unlocked" + ], + [ + "Valeria", + "Governor Portrait", + "15", + "Valeria Unlocked" + ] + ], + [ + [ + "Name", + "Effect", + "Cost", + "Unlocked" + ], + [ + "Diana", + "Portrait", + "25", + "Diana Unlocked" + ], + [ + "Mackerel Hauling", + "Technology:Allows you to build a Scomber's Hut to harvest Mackerel even on islands without the fertility (at 50% reduced output)", + "30", + "Mackerel Hauling Unlocked" + ], + [ + "Persimmon", + "New color for your profile", + "20", + "Persimmon Unlocked" + ], + [ + "Officer of the Pax", + "Small Ornament", + "22", + "Officer of the Pax Unlocked" + ], + [ + "Mercury-Lugus", + "God Unlocked:Bonuses for trade and wealth", + "40", + "Mercury-Lugus Unlocked" + ], + [ + "Silhouettes", + "Adds a song to the Soundtrack", + "20", + "Silhouettes Unlocked" + ], + [ + "Chequered Mosaic", + "Cosmetic", + "18", + "Chequered Mosaic Unlocked" + ], + [ + "Troucotouto, Subjugating Subiudex", + "Specialist:Liberti and Wader Residences in range, +30% Workforce from Residents, -1 Happiness", + "30", + "Troucotouto, Subjugating Subiudex Unlocked" + ], + [ + "Roman Material Pack", + "50t Timber, 40t Tiles, 30t Concrete", + "30", + "Roman Material Pack Unlocked" + ], + [ + "Minotaurus", + "Banner Sigil", + "20", + "Minotaurus Unlocked" + ], + [ + "Columna Annorum", + "Medium Ornament", + "25", + "Columna Annorum Unlocked" + ] + ], + [ + [ + "Name", + "Effect", + "Cost", + "Unlocked" + ], + [ + "Impressive Column", + "Small Ornament", + "32", + "Impressive Column Unlocked" + ], + [ + "Bronze", + "A cosmetic skin for King Numa and his Family.", + "50", + "Bronze Unlocked" + ], + [ + "Judoc Diadalos, of the Myrtle Tower", + "Specialist:Towers in range gain +20% Attack Range, -80% Workforce Needed, -50% Upkeep, +50% Hit Points", + "40", + "Judoc Diadalos, of the Myrtle Tower Unlocked" + ], + [ + "Ruby Mosaic", + "Cosmetic", + "35", + "Ruby Mosaic Unlocked" + ], + [ + "Shadows of Syrah", + "Cosmetic", + "70", + "Shadows of Syrah Unlocked" + ], + [ + "Triskelion", + "Banner Sigil", + "25", + "Triskelion Unlocked" + ], + [ + "Water Pavillion", + "A Medium Ornament for your City", + "30", + "Water Pavillion Unlocked" + ], + [ + "Market of Syrah", + "Cosmetic", + "35", + "Market of Syrah Unlocked" + ], + [ + "Woodland Rebirth", + "Technology:Woodcutters can use Meadows.", + "45", + "Woodland Rebirth Unlocked" + ] + ], + [ + [ + "Name", + "Effect", + "Cost", + "Unlocked" + ], + [ + "... and Home Again", + "Soundtrack", + "30", + "... and Home Again Unlocked" + ], + [ + "Roman Goods Pack", + "40t Sardines, 40t Porridge, 40t Tunics, 40t Pileus", + "50", + "Roman Goods Pack Unlocked" + ], + [ + "Triumphal Arch", + "Commemorate your victories for generations to come.", + "120", + "Triumphal Arch Unlocked" + ], + [ + "Silver Star", + "Cosmetic", + "35", + "Silver Star Unlocked" + ], + [ + "Arruns Spedius Fastus, Sutor Supra Crepidam", + "Specialist:Residences in range gain +1 Happiness and +3 Prestige if supplied with Sandals, +1 Happiness and +3 Prestige if supplied with Reed Shoes", + "50", + "Arruns Spedius Fastus, Sutor Supra Crepidam Unlocked" + ], + [ + "Proverbial Torch Bearer", + "Small Ornament", + "40", + "Proverbial Torch Bearer Unlocked" + ], + [ + "Ben-Baalion", + "Portrait", + "35", + "Ben-Baalion Unlocked" + ], + [ + "Undead Legion", + "Banner Sigil", + "30", + "Undead Legion Unlocked" + ], + [ + "Duct Irrigation", + "Technology:Aqueduct Boost: Farms", + "60", + "Duct Irrigation Unlocked" + ] + ], + [ + [ + "Name", + "Effect", + "Cost", + "Unlocked" + ], + [ + "Epona", + "God Unlocked:Bonuses to horses and livestock", + "30", + "Epona Unlocked" + ], + [ + "Menander of Nicomedes, Auspicious Haruspex", + "Specialist:Sanctuary and Faunum in range provides +1.5 Belief area of effect, +0.5 Knowledge area of effect, -50% Upkeep", + "20", + "Menander of Nicomedes, Auspicious Haruspex Unlocked" + ], + [ + "In Case of Emergence", + "Technology:Allows the building of City Watch buildings (Vigiles, Custodia, Medici) on Marshes", + "20", + "In Case of Emergence Unlocked" + ], + [ + "Celtic Idol", + "Small Ornament", + "15", + "Celtic IdolUnlocked" + ], + [ + "Moss Bedecked", + "Cosmetic", + "15", + "Moss Bedecked Unlocked" + ], + [ + "Sacred Tree", + "Banner Sigil", + "15", + "Sacred Tree Unlocked" + ], + [ + "Manx", + "Portrait", + "18", + "Manx Unlocked" + ], + [ + "Moss Covered", + "Cosmetic", + "12", + "Moss Covered Unlocked" + ], + [ + "Ochs Grass", + "New color for your profile", + "10", + "Ochs Grass Unlocked" + ], + [ + "Celtic Material Pack", + "50t Timber, 40t Tiles, 30t Wattle & Daub", + "25", + "Celtic Material Pack Unlocked" + ] + ], + [ + [ + "Name", + "Effect", + "Cost", + "Unlocked" + ], + [ + "Moss Covered", + "Cosmetic", + "28", + "Moss Covered Unlocked" + ], + [ + "Siochianri Bichearb, Boioran Rhapsodist", + "Specialist:Residences in range +25% Belief, +25% Knowledge", + "35", + "Siochianri Bichearb, Boioran Rhapsodist Unlocked" + ], + [ + "Airless Barrow", + "Small Ornament", + "20", + "Airless Barrow Unlocked" + ], + [ + "Knotty Mosaic", + "Cosmetic", + "20", + "Knotty Mosaic Unlocked" + ], + [ + "Moss-Ridden", + "Cosmetic", + "60", + "Moss-Ridden Unlocked" + ], + [ + "Hollow Tree", + "Medium Ornament", + "30", + "Hollow Tree Unlocked" + ], + [ + "Moly", + "Banner Sigil", + "20", + "Moly Unlocked" + ], + [ + "Wooden Colonnade", + "Decorative wall tiles", + "25", + "Wooden Colonnade Unlocked" + ], + [ + "Celtic Dream", + "Cosmetic", + "25", + "Celtic Dream Unlocked" + ] + ], + [ + [ + "Name", + "Effect", + "Cost", + "Unlocked" + ], + [ + "Trifecta", + "Banner Sigil", + "25", + "Trifecta Unlocked" + ], + [ + "Ritual Lith", + "Small Ornament", + "32", + "Ritual Lith Unlocked" + ], + [ + "Wicker Wilderman", + "Kindle the flame in the name of Celtic gods", + "75", + "Wicker Wilderman Unlocked" + ], + [ + "Procurator Corvinus", + "Portrait", + "28", + "Procurator Corvinus Unlocked" + ], + [ + "Moss-Ridden", + "A skin for King Numa and his family", + "40", + "Moss-Ridden Unlocked" + ], + [ + "Axe Bearers", + "Technology:Allows the training of lightly armored Axe Bearers", + "45", + "Axe Bearers Unlocked" + ], + [ + "Aliens", + "Soundtrack", + "30", + "Aliens Unlocked" + ], + [ + "Cernunnos", + "God Unlock:Bonuses to forests and woodlands", + "55", + "Cernunnos Unlocked" + ], + [ + "Ancient Stone", + "Cosmetic", + "30", + "Ancient Stone Unlocked" + ] + ], + [ + [ + "Task", + "Fame Points", + "Accolade" + ], + [ + "Start your settlement off with its first Fishery.", + "15", + "Ab Initio Anno" + ], + [ + "Build an Aqueduct with a length of at least 99 tiles.", + "15", + "Aquaduct Vitae" + ], + [ + "House a total of 400 Plebeians.", + "15", + "Adunatio Plebis" + ], + [ + "Have exclusively marble roads with the status of Growing Town (V) or better.", + "30", + "Marmoream Relinquo" + ], + [ + "Beautify an island with 50 ornaments.", + "15", + "Haec Ornamenta Mea" + ], + [ + "Have 9 building plans at the same time.", + "15", + "Hippodamian Planner" + ], + [ + "Have a total of 50,000 pop across all cities.", + "15", + "The First Mile" + ], + [ + "Build all public services in Albion and Latium.", + "50", + "Pro Bono Publico" + ], + [ + "Have a major city (level IX) city status on an island without any Liberati or Plebeians.", + "30", + "Patrician Tastes" + ] + ], + [ + [ + "Task", + "Fame Points", + "Accolade" + ], + [ + "Set up your first Timber production chain.", + "15", + "Axe Romana" + ], + [ + "Trigger your first bankruptcy warning.", + "15", + "Anno Horribilis" + ], + [ + "Have 333 talenta (t) of Sardines in storage.", + "15", + "Surplus Ultra" + ], + [ + "Have a positive income balance of 250 Denariii.", + "15", + "Pecunia Non Olet" + ], + [ + "Reach 100% productivity at a Loungers Factory.", + "15", + "Perfectly Balanced" + ], + [ + "Cover 70% of an island in farm fields", + "15", + "Outstanding in the Field" + ], + [ + "Pause a production building", + "15", + "Resting on Laurels" + ], + [ + "Socket 9 specialists on 1 island.", + "30", + "Full House" + ], + [ + "Sustain a major city (IX) for 17 minutes on an island supported by a single trade route.", + "50", + "Ens Causa Sui" + ] + ], + [ + [ + "Task", + "Fame Points", + "Accolade" + ], + [ + "Settle on a second island.", + "15", + "Terra Nova" + ], + [ + "Destroy 117 enemy ships", + "30", + "Oceanic Battlefield" + ], + [ + "Set up a trade route with 9 stops.", + "15", + "Travelling Sails Problem" + ], + [ + "Build a Quinquireme equipped with the maximum number of military modules.", + "15", + "Ultima Ratio" + ], + [ + "Buy all goods stocked by a trader at once.", + "15", + "Caveat Venditor" + ], + [ + "Spend at least 170,100 denarii re-rolling items for sale", + "30", + "Alea Iacta Est" + ], + [ + "Throw 1602 talentum(t) of goods overboard.", + "15", + "Neptune’s Bounty" + ], + [ + "Sail 2,205 nautical miles.", + "15", + "From Sea to Sea" + ], + [ + "Have a captain equipped on 27 ships.", + "50", + "Industry of Captains" + ] + ], + [ + [ + "Task", + "Fame Points", + "Accolade" + ], + [ + "Establish a trade treaty.", + "15", + "Trade Union" + ], + [ + "Destroy 117 wall segments.", + "15", + "Quod Erat destructum" + ], + [ + "Ally with Voada or Syracus.", + "30", + "Bad Company" + ], + [ + "Conquer an opponent’s villa.", + "15", + "Delenda Est" + ], + [ + "Appoint an allied rival as a specialist.", + "15", + "Ex Amicitia Pax" + ], + [ + "Receive tribute from a rival.", + "15", + "Virtue’s reward" + ], + [ + "Gift other parties 207,000 denarii in total.", + "15", + "Ex Gratia" + ], + [ + "Have a major city (IX) with 20% of its income dedicated to maintenance of military building.", + "50", + "Para Bellum" + ], + [ + "Broker a peace after waging war with three separate rivals.", + "30", + "Si Vis Pacem" + ] + ], + [ + [ + "Task", + "Fame Points", + "Accolade" + ], + [ + "Eliminate Dorian.", + "15", + "A Brother’s Betrayal" + ], + [ + "Eliminate Licia.", + "15", + "Break the Cocoon" + ], + [ + "Eliminate Tarragon.", + "15", + "Odyssey’s End" + ], + [ + "Eliminate Athr Lorgwyn.", + "15", + "The Impossible Dream" + ], + [ + "Eliminate Zara Nitu.", + "15", + "Starfall" + ], + [ + "Eliminate Concordia.", + "30", + "Snuffing the Flame" + ], + [ + "Eliminate Neferneru.", + "30", + "Heavier Than A Feather" + ], + [ + "Attain the Rank of Proconsul.", + "50", + "Quid Pro Quo" + ], + [ + "Attain the Rank of Consul.", + "50", + "Open for Consultation" + ] + ], + [ + [ + "Task", + "Fame Points", + "Accolade" + ], + [ + "Complete all of Dorian's quests.", + "15", + "Pumping Marble" + ], + [ + "Complete all of Tarragon's quests.", + "15", + "Life Support" + ], + [ + "Complete all of Licia's quests.", + "15", + "Keeper of Secrets" + ], + [ + "Complete all of Athr Lorgwyn's quests.", + "15", + "Questing Beast" + ], + [ + "Complete all of Zara Nitu's quests.", + "30", + "Ad Astra" + ], + [ + "Complete all of Concordia's quests.", + "30", + "Fuelling the Flame" + ], + [ + "Complete all of Neferneru's quests.", + "50", + "For Kashta!" + ], + [ + "Complete all of Valeria's quests.", + "15", + "Lily Buy-in" + ], + [ + "Bestowed with a Lucky Coin from an Alderman, in memory of a hero.", + "15", + "Heads or Tales" + ] + ], + [ + [ + "Task", + "Fame Points", + "Accolade" + ], + [ + "Complete Act I.", + "15", + "A Toe in the Caldarium" + ], + [ + "Complete Act II.", + "15", + "Bend or Break" + ], + [ + "spend more than 24 hours in one Campaign game.", + "30", + "Not Built in a Day" + ], + [ + "Survive Voada's attack.", + "15", + "Un-Scathached" + ], + [ + "Decide the fate of the sacred grove.", + "15", + "Branching Paths" + ], + [ + "Decide the fate of the deserters.", + "15", + "The Eagle Roams" + ], + [ + "Witness Lucius' death.", + "15", + "Long Live the..." + ], + [ + "Handle the situation with Voada's brother.", + "30", + "First Aodhan" + ], + [ + "Pit an end to the conflict with Voada in the Campaign.", + "50", + "Beyond a Shadow" + ] + ], + [ + [ + "Task", + "Fame Points", + "Accolade" + ], + [ + "Have a combined total production of 1,404 Knowledge.", + "15", + "Discendo Discimus" + ], + [ + "Fulfill 9 Research Inspirations.", + "15", + "Scientia Potestas Est" + ], + [ + "Fulfill all Inspirations that hearken to Anno's past or future.", + "15", + "Nonanumerologist" + ], + [ + "Acquire a Discovery from the Hall of Fame", + "15", + "Orbis Non Sufficit" + ], + [ + "Research a repeatable Discovery again... And again.", + "30", + "Ad Infinitum" + ], + [ + "Accumulate a total value of 1602 Prestige.", + "15", + "Pro Gloria" + ], + [ + "Have the Veneration Effect of 6 Patron Deities active at once.", + "50", + "Bona Fides" + ], + [ + "Reach the fifteenth milestone of Devotion on an island.", + "15", + "Devoted to Devotion" + ], + [ + "Unlock all Inspiration in one Research Category.", + "30", + "Polygnostic" + ] + ], + [ + [ + "Task", + "Fame Points", + "Accolade" + ], + [ + "fulfill 90 Contracts.", + "30", + "Contractually Obliged" + ], + [ + "Recieve the suggestion to take a break 9 times.", + "15", + "One... More... Chain..." + ], + [ + "Have 9 Discoveries in the Research queue.", + "15", + "Apodixic Appointer" + ], + [ + "Change a building's Skin with the Cosmetic Tool 9 times.", + "15", + "De Novo" + ], + [ + "Open 9 Infocorners.", + "15", + "Nota Bene" + ], + [ + "Group 9 ships into a fleet", + "15", + "Novarchus" + ], + [ + "Dedicate 9 islands to the same Patron God.", + "15", + "Monopantheist" + ], + [ + "Set up 9 Trade Routes between different islands.", + "15", + "Trails in the Sea" + ], + [ + "Host 9 events in the Ampitheater.", + "50", + "Morituri Te Salutant" + ] + ], + [ + [ + "Task", + "Fame Points", + "Accolade" + ], + [ + "Have a Specialist in a Villa", + "15", + "Experto Crede" + ], + [ + "Build every Fashion production chain in Latium.", + "15", + "Vestis Civitatem Facit" + ], + [ + "Place all 3 Amenities in Latium", + "15", + "City Watched" + ], + [ + "Appoint Cernunnos as a Patron God of an Island in Latium.", + "30", + "Interpretatio Celtica" + ], + [ + "Resolve 10 Major Incidents", + "15", + "Semper Vigilo" + ], + [ + "Socket Uisarix and Obairrix in the same Villa.", + "15", + "Reunionatrix" + ], + [ + "Feed your Patricians nothing but Oysters & Caviar for a total of 117 minutes.", + "30", + "Clammed Up" + ], + [ + "Have 2700 excess Workforce.", + "15", + "Libertine Liberty" + ], + [ + "Have the highest Devotion to your Exalted Patron God of all Governors in Latium.", + "30", + "Holier than Thou" + ] + ], + [ + [ + "Task", + "Fame Points", + "Accolade" + ], + [ + "Settle your first island in Albion.", + "15", + "Past the White Cliffs" + ], + [ + "Appoint two Celtic deities as Patron Gods on your islands.", + "15", + "Tuatha Deorum" + ], + [ + "Provide Aldermen with Wine while halting their Beer supply.", + "30", + "In Vino Veritas" + ], + [ + "Discover all of Albion.", + "15", + "Hic Svnt Dracones" + ], + [ + "Match the Celts in a drinking contest.", + "15", + "The Last Drop" + ], + [ + "Connect Albion and Latium with a minimum of 3 Trade Routes.", + "15", + "Cura Annonae" + ], + [ + "Remove all the marsh tiles from one of your islands.", + "15", + "Terra Firma" + ], + [ + "House 2205 Celtic residents on an island without Romanising a single one.", + "30", + "Romani Ite Domum" + ], + [ + "Surpass 500 Health, Fire Safety, and Happiness in Albion.", + "50", + "Shield of Albion" + ] + ] + ], + "images": [], + "all_images": [ + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Checklist Creation" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Hall of Fame Screen - 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Anno 117: Pax Romana Guide - IGN", + "text_content": "Task Search\nChecklists\nGuides\nMarkers\nVideos\nSort and Filter\nNo Results\nChecklists\nNew Checklist\nAll Lists\nMy Checklists\nAll\nAll Lists\nMy Checklists\nHow creative can you get with your first free checklist?\nCreate a free account\nHow to Manage City Health, Happiness and Fire Safety\nBy\nTenkiei\n,\nJen Rothery\n,\n+2 more\nupdated\nNov 20, 2025\nAs your\nCity Status\nincreases in Anno 117, it becomes more difficult to keep your\nHealth\n,\nHappiness\n, and\nFire Safety\nattributes positive. Keeping your citizens healthy, happy and safe from fires is one of your responsibilities as governor. If you don't, incidents break out which cause damage to buildings, break supply lines and if ignored could threaten your city's very existence. Luckily, you have a variety of tools in your arsenal to provide attributes to your citizens and prevent serious incidents while dealing with the minor ones that are inevitable.\nClick the links below to jump to:\nIncidents\nMajor Incidents\nDealing with Incidents\nCity Watch\nAmenities\nRaising your Health, Happiness, and Fire Safety\nAttributes from Needs\nSpecialists\nPublic Services and Other Building Radii Effects\nFestivals\nIncident Settings in the Menu\nIncidents\nOnce your city reaches a certain size (starting at level II), it becomes vulnerable to\nincidents\n. Disease, Uprising, and Fire can break out within your city. These incidents cause damage to your buildings which if unresolved disrupts your supply chain.\nFrom left to right: Disease, Fire, and Uprising.\nInitially, the chance of an incident starts small, one may happen every few hours, and it only affects ~8 houses. The more positive your Health, Happiness, or Fire Safety, the less likely or severe these incidents are. But the less positive (or more negative) these attributes are, the greater the frequency and severity. Buildings damaged by incidents become ruins. They cease to function until rebuilt. You can wait for the building to passively rebuild over time, or use the Upgrade tool to rebuild it immediately.\nIn addition, as your city grows your city status increases, bigger cities face significant penalties. A tier IV \"Major Imperial City\" applies -3.9 Happiness, -1.4 Health, and -3.2 Fire Safety per residence. But if your city reaches tier VII, a Growing Megalopolis you need to deal with -11.3 Happiness, -8.8 Health, and -6.9 Fire Safety per residence.\nNote: These numbers vary based on population and difficulty, so your numbers may be different!\nMajor Incidents\nIf your Health, Happiness, or Fire Safety drops below -500 there is a chance that your city is hit with a\nmajor incident\n. If you're right around -500 the major incident has a chance to occur once every ~24h, and affects 30 buildings. But the more negative your attributes, it becomes more likely, happening once every ~12h, while also being more intense and affecting up to 50 buildings.\nWhen health hits -500 or below, you risk a Plague affecting up to 30 buildings. The lower this goes the greater the plague. If your health is low enough you risk the feared Justinian Plague.\nAt -500 happiness or below, there is a chance of a major uprising.\nWhen Fire Safety falls below -500, an inferno can break out.\nWhen a major incident occurs, you get a special event which you can use to help resolve the incident. In this example the Exodus event can help to resolve the plague major incident (with the Emperor being Julia).\nEvacuate the wealthiest citizens, as instructed\n- This reduces the plague's duration by 10 minutes, and gives you a city wide buff of +2 Health -2 Income per building for 4 hours. In addition this option rewards +15 favor with Emperor Julia as she favors this outcome.\nEvacuate the children\n- A middle ground option, -20 minutes to the plague's duration, +2 Health and +2 Happiness for 4 hours. You don't gain any favor with the Emperor but this provides the best bonuses to your city for the next 4 hours.\nEvacuate all healthy people\n- You get a huge 30 minute reduction to the plague's duration, and +3 health per building but your buildings randomly suffer a -30% productivity penalty. These effects last for 4 hours and you gain +5 favor with Emperor Julia.\nEvacuate only the Emperor's supporters\n- Applies no reduction in duration, and gives you a -1 Happiness penalty per building for 4 hours. But you do gain +5 favor with Emperor Julia.\nIgnore the crisis\n- The event is resolved with no effect.\nDealing with Incidents\nThere are two ways to deal with incidents: prevention and intervention. Prevention means raising Health, Happiness, and Fire Safety within your city. You can meet your citizens needs with goods that provide these attributes, station Specialists, place public service buildings, build amenities and hold festivals. But even with all of these mitigations, some incidents do still occur. That's where intervention comes in, which is done via the City Watch buildings (\nVigiles\n,\nCustodia\n, and\nMedici\n).\nCity Watch Buildings\nThe City Watch is your first line of defense from incidents. They can quickly respond to any incident within range by putting out fires, curing citizens of disease and quelling unrest.\nVigiles\n(red) provide Fire Safety to buildings within the radius, in addition they send out teams of firefighters to put out and rebuild burning buildings.\nCustodia\n(blue) provide Happiness to buildings within the radius. Their incident units patrol your streets, quelling riots and suppressing crime.\nMedici\n(green) provide Health to buildings within the radius. In addition, when your citizens catch a disease, they send out Medica to treat them.\nYou can improve the effects and patrols of your city watch buildings by researching technologies in the discovery tree.\nAmenities\nWhile researching City Watch upgrades you can also unlock the abilities to produce Amenities. These are the\nWell\n,\nWatchtower\n, and\nLatrine\n. Amenities are small buildings that provide Fire Safety, Happiness and Health to nearby buildings. Unlike the main City Watch buildings, these have no patrols with which to respond to incidents and in addition they have a small radius. Therefore, you should use Amenities as a bonus to provide additional attributes within your city rather than your main plan to prevent incidents.\nRaising Your Health, Happiness, and Fire Safety\nIf you want to lower the occurrence and severity of incidents within your city, you need to\nraise the health\n,\nhappiness\n, and\nfire safety\nattributes. These can be found on your top menu. The tooltip includes any upcoming threats, odds of triggering a festival, and where the positive/negative attributes are coming from.\nIncident Threat:\nthe frequency and severity of incidents. This increases the more negative your attribute.\nFestivals:\nthe frequency and effect of festivals. This increases the more positive your attribute.\nFrom Needs\n: this refers to the attributes provided by goods requested by your citizens.\nFrom Area Effects & Specialists\n: this combines both the positive and negative effects from building radius bonuses, and specialists. City Watch and Public Service buildings are often major contributors here.\nFrom Buildings:\nrefers to the buildings with a negative status radius effect.\nFrom Other Sources:\nprimarily refers to the penalties large cities have from City Status.\nSo let's dive into these in a bit more detail and talk about how to manage your attributes.\nAttributes from Needs\nThe simplest way to provide attributes to your citizens is through the goods they request. Here's an example of an Alderman's residence. This residence provides +7.6 Population, +5.2 Income, +2.8 Happiness, +0.4 Belief and -0.6 Knowledge thanks to the\nCockles, Eels, Garum, Cheese, Beer, Roast Beef\nand\nWine\nbeing supplied. Therefore, the more goods you supply, the more impact they have on a city's attributes. Lower tier goods can be given to higher tier citizens, but the reverse does not hold true. A wader is happy with his dinner of\nEels\nand\nCockles\n, he has no need for a glass of\nWine\n.\nThe following goods provide Health, Happiness, or Fire Safety by default:\nGoods\nRelevant Attribute(s)\nCitizens\nProduction Region\nPileus\n+1 Happiness\nLiberti\nLatium\nGarum\n+1 Happiness\nPlebeian**\nLatium\nSoap\n+2 Health\nPlebeian, Mercator\nLatium\nAmphorae\n+1 Fire Safety\nPlebeian, Mercator\nLatium\nOlive Oil\n+1 Health\nPlebeian, Mercator\nLatium\nWine\n+1 Happiness (Equite): +3 Happiness (Alderman, Noble)\nEquite, Alderman, Noble\nLatium\nOysters with Caviar\n+2 Health\nPatrician\nLatium\nWigs\n-1 Fire Safety\nNoble\nAlbion\nBird Tongue in Aspic*\n-2 Happiness\nPatrician, Noble\nAlbion\nCloaks\n+2 Happiness +2 Health (Patrician): +2 Health (Alderman)\nPatrician, Alderman\nAlbion\nLoungers*\n+1 Happiness -1 Fire Safety\nPatrician\nLatium\nHandmirrors\n+2 Health\nPatrician\nAlbion\nChariots\n+2 Happiness -1 Health (Patrician): +1 Happiness (Alderman)\nPatrician, Alderman\nAlbion\nCockles\n+1 Happiness\nWader\nAlbion\nReed Shoes\n+1 Health\nWader\nAlbion\nBeer\n+2 Happiness\nSmith**\nAlbion\nDrinking Horns\n+2 Happiness\nSmith\nAlbion\nFur Hats\n+2 Happiness +1 Health\nAlderman\nAlbion\nSausages\n+1 Happiness\nMercator\nAlbion\n*Not all goods provide positive benefits to attributes! Some goods like Bird Tongue in Aspic lower the happiness of your citizens in exchange for other attributes like Income/Prestige.\n**Some goods can apply to more citizens with the correct research.\nSpecialists\nSpecialists can be socketed into your Villa or an Officium to provide bonuses to all buildings within the radius. This includes bonuses to Happiness, Health, and Fire Safety! In this example the\nRoasted Roustabout\nis providing 1.2 Fire Safety to every Residence in range.\nHere are a few Specialists to keep an eye out for to increase your attributes and counteract the penalties from having a high City Status (this is not an exhaustive list):\nSpecialist\nRarity\nEffect\nBuccaneering Bucketeer\nRare\n+2 Fire Safety from Amphorae, if supplied.\nRoasted Roustabout\nRare\n+1.2 Fire Safety to Residences in range.\nMaterialist Medicus\nRare\n+1 Health from Medici in range.\nIron-Grade Ironist\nRare\n+1.2 Happiness to Residences in range.\nConfident Vigilo\nRare\n+1 Fire Safety from Vigiles in range.\nUrbane Auxilia\nRare\n+1 Happiness from Custodes in range.\nSenuacus, Dousing Dozer\nEpic\n+1.8 Fire Safety to Residences in range.\nO'Buiochas, Master of Unwinding\nEpic\n+1.5 Happiness from Lythier in range.\nIain Thespis, Brightener of Days\nEpic\n+1.8 Happiness to Residences in range.\nOctriuil, Gifted Healer\nEpic\n+1.8 Health to Residences in range.\nZeno Salvia, Collegiate of Rex Infernus\nLegendary\n+3 Health and +0.5 Income to Residences in range.\nPublic Services and Other Building Radii Effects\nSome buildings provide attributes (both positive and negative) to all buildings around them while active. The\nCharcoal Burner\nfor example provides -3 Health and -3 Fire Safety, so you should place this away from your main city to avoid these penalties. Meanwhile a\nSoapmaker\nprovides +1 Health and -1 Happiness, so if you need Health (and have Happiness to spare) it can be a good idea to place these near Residences.\nThere are also public service buildings which provide only positive effects! You want to place these such that they influence as many houses as possible.\nIn general, a good rule of thumb to follow when placing public services is that\nthe bigger the building itself, the bigger its radius of influence.\nHere you can see a Market influencing a large number of houses thanks to its placement, and the higher tier (marble) roads surrounding it.\nHere are the common public service buildings and Shrines in Latium and Albion along with their effects (there are a few more which can be unlocked by technologies that are excluded here):\nBuilding\nEffect\nTavern / Bardic Hearth\n+1 Population +1 Happiness\nMarket\n+1 Population +1 Income\nSanctuary\n+1 Happiness +2 Belief\nGrammaticus\n+3 Knowledge\nTheatre\n+3 Happiness +1 Knowledge +1 Prestige\nTemple\n+2 Population +6 Belief\nLibrary\n-2 Fire Safety +7 Knowledge +3 Prestige\nRecreation Ground (Celtic)\n+1 Happiness +1 Health +1 Prestige\nFanum (Albion)\n+2 Belief +1 Knowledge\nAlder Council (Celtic)\n+2 Population +1 Belief +1 Knowledge\nShrine of Ceres\n+1 Population +1 Health\nShrine of Epona\n+1 Population +1 Happiness\nShrine of Neptune\n+1 Income +1 Fire Safety\nShrine of Cernunnos\n+1 Health +1 Belief\nNote: Unlike many other needs, Public Services usually provide bonuses to all Residences in their radius, regardless of the citizen type living there!\nAqueducts, and Marvels like the Baths, Forum, or Amphitheater also provide bonuses to the buildings in radius. In particular, the Aqueduct is crucial for fire safety in large cities, as the population expands your Vigiles simply cannot keep up on their own! Place some cisterns around your city to provide benefits.\nHere are the marvels you can build and their bonuses, while Aqueducts are not part of the marvel category for purposes of meeting citizens needs we are putting them here for convienience!\nMarvel\nEffect\nProvince\nAqueduct Cistern\n+3 Health +3 Fire Safety\nAlbion (Romanized), Latium\nForum\n+2 Population +2 Income +3 Prestige\nLatium\nBaths\n+2 Population +2 Health +3 Fire Safety\nLatium\nAmpitheatre (limit 1/island)\n+3 Population +3 Health +7 Prestige\nLatium\nBarrow (Celtic)\n+2 Health +3 Belief +2 Prestige\nAlbion\nSacred Grove (Celtic)\n+4 Belief +3 Knowledge\nAlbion\nFestivals\nHaving a positive Health, Happiness, or Fire Safety can lead to a festival. Festivals are major events which provide a bonus to your city for a few hours. Not all of them are related to these attributes, for example\nOvatio, Festival of Prestigious Rule\ngives your island a prestige bonus. However these buffs are not consistent so you should see this as a bonus or stopgap, not your main source of these key attributes. Once a festival is offered you need to speak to\nBen-Baalion\nand either pay, or provide goods to begin the festival.\nWhile not as frequent, other random events, such as a decision for your people can also provide bonuses or penalties to these attributes. Once you complete an Ampitheater, hosting a game may provide some as well. But like Festivals you shouldn't count on this being active all the time!\nIncident Settings in the Menu\nThere are a couple of options, which you can access via the \"\nGame Setup\"\nmenu which influence the frequency and severity of incidents. By default, these settings allow incidents to happen but there are some options which give you means to prevent them entirely.\nMenu Option\nEffect\nIncidents\nThis affects frequency, easy means fewer incidents, medium a balanced amount, and hard means more incidents.\nIncident Protection\nOff by default, but when turned on it prevents all incidents if the relevant attribute is above 1k, the highest setting prevents incidents if the relevant attribute is positive.\nCity Status Impact on Incidents\nDetermines how easy it is to keep your health, happiness, and fire safety positive. With easy there is no penalty, medium has a small penalty resulting in a balanced experience, and high has a severe penalty leading to a challenge.\nUp Next:\nAnno 117 City Status Guide\nPrevious\nStarting City Layouts\nNext\nAnno 117 City Status Guide\nTop Guide Sections\nAnno 117 Campaign Mission Checklist\nAnno 117 Production Ratio Guide\nAnno 117 Supply Chains Explained\nHall of Fame and Accolades Guide & Unlock Checklist\nWas this guide helpful?\nLeave feedback\nIn This Guide\nAnno 117: Pax Romana\nUbisoft\nNov 13, 2025\nLearn more\nGo to comments", + "tables": [ + [ + [ + "Goods", + "Relevant Attribute(s)", + "Citizens", + "Production Region" + ], + [ + "Pileus", + "+1 Happiness", + "Liberti", + "Latium" + ], + [ + "Garum", + "+1 Happiness", + "Plebeian**", + "Latium" + ], + [ + "Soap", + "+2 Health", + "Plebeian, Mercator", + "Latium" + ], + [ + "Amphorae", + "+1 Fire Safety", + "Plebeian, Mercator", + "Latium" + ], + [ + "Olive Oil", + "+1 Health", + "Plebeian, Mercator", + "Latium" + ], + [ + "Wine", + "+1 Happiness (Equite): +3 Happiness (Alderman, Noble)", + "Equite, Alderman, Noble", + "Latium" + ], + [ + "Oysters with Caviar", + "+2 Health", + "Patrician", + "Latium" + ], + [ + "Wigs", + "-1 Fire Safety", + "Noble", + "Albion" + ], + [ + "Bird Tongue in Aspic*", + "-2 Happiness", + "Patrician, Noble", + "Albion" + ], + [ + "Cloaks", + "+2 Happiness +2 Health (Patrician): +2 Health (Alderman)", + "Patrician, Alderman", + "Albion" + ], + [ + "Loungers*", + "+1 Happiness -1 Fire Safety", + "Patrician", + "Latium" + ], + [ + "Handmirrors", + "+2 Health", + "Patrician", + "Albion" + ], + [ + "Chariots", + "+2 Happiness -1 Health (Patrician): +1 Happiness (Alderman)", + "Patrician, Alderman", + "Albion" + ], + [ + "Cockles", + "+1 Happiness", + "Wader", + "Albion" + ], + [ + "Reed Shoes", + "+1 Health", + "Wader", + "Albion" + ], + [ + "Beer", + "+2 Happiness", + "Smith**", + "Albion" + ], + [ + "Drinking Horns", + "+2 Happiness", + "Smith", + "Albion" + ], + [ + "Fur Hats", + "+2 Happiness +1 Health", + "Alderman", + "Albion" + ], + [ + "Sausages", + "+1 Happiness", + "Mercator", + "Albion" + ] + ], + [ + [ + "Specialist", + "Rarity", + "Effect" + ], + [ + "Buccaneering Bucketeer", + "Rare", + "+2 Fire Safety from Amphorae, if supplied." + ], + [ + "Roasted Roustabout", + "Rare", + "+1.2 Fire Safety to Residences in range." + ], + [ + "Materialist Medicus", + "Rare", + "+1 Health from Medici in range." + ], + [ + "Iron-Grade Ironist", + "Rare", + "+1.2 Happiness to Residences in range." + ], + [ + "Confident Vigilo", + "Rare", + "+1 Fire Safety from Vigiles in range." + ], + [ + "Urbane Auxilia", + "Rare", + "+1 Happiness from Custodes in range." + ], + [ + "Senuacus, Dousing Dozer", + "Epic", + "+1.8 Fire Safety to Residences in range." + ], + [ + "O'Buiochas, Master of Unwinding", + "Epic", + "+1.5 Happiness from Lythier in range." + ], + [ + "Iain Thespis, Brightener of Days", + "Epic", + "+1.8 Happiness to Residences in range." + ], + [ + "Octriuil, Gifted Healer", + "Epic", + "+1.8 Health to Residences in range." + ], + [ + "Zeno Salvia, Collegiate of Rex Infernus", + "Legendary", + "+3 Health and +0.5 Income to Residences in range." + ] + ], + [ + [ + "Building", + "Effect" + ], + [ + "Tavern / Bardic Hearth", + "+1 Population +1 Happiness" + ], + [ + "Market", + "+1 Population +1 Income" + ], + [ + "Sanctuary", + "+1 Happiness +2 Belief" + ], + [ + "Grammaticus", + "+3 Knowledge" + ], + [ + "Theatre", + "+3 Happiness +1 Knowledge +1 Prestige" + ], + [ + "Temple", + "+2 Population +6 Belief" + ], + [ + "Library", + "-2 Fire Safety +7 Knowledge +3 Prestige" + ], + [ + "Recreation Ground (Celtic)", + "+1 Happiness +1 Health +1 Prestige" + ], + [ + "Fanum (Albion)", + "+2 Belief +1 Knowledge" + ], + [ + "Alder Council (Celtic)", + "+2 Population +1 Belief +1 Knowledge" + ], + [ + "Shrine of Ceres", + "+1 Population +1 Health" + ], + [ + "Shrine of Epona", + "+1 Population +1 Happiness" + ], + [ + "Shrine of Neptune", + "+1 Income +1 Fire Safety" + ], + [ + "Shrine of Cernunnos", + "+1 Health +1 Belief" + ] + ], + [ + [ + "Marvel", + "Effect", + "Province" + ], + [ + "Aqueduct Cistern", + "+3 Health +3 Fire Safety", + "Albion (Romanized), Latium" + ], + [ + "Forum", + "+2 Population +2 Income +3 Prestige", + "Latium" + ], + [ + "Baths", + "+2 Population +2 Health +3 Fire Safety", + "Latium" + ], + [ + "Ampitheatre (limit 1/island)", + "+3 Population +3 Health +7 Prestige", + "Latium" + ], + [ + "Barrow (Celtic)", + "+2 Health +3 Belief +2 Prestige", + "Albion" + ], + [ + "Sacred Grove (Celtic)", + "+4 Belief +3 Knowledge", + "Albion" + ] + ], + [ + [ + "Menu Option", + "Effect" + ], + [ + "Incidents", + "This affects frequency, easy means fewer incidents, medium a balanced amount, and hard means more incidents." + ], + [ + "Incident Protection", + "Off by default, but when turned on it prevents all incidents if the relevant attribute is above 1k, the highest setting prevents incidents if the relevant attribute is positive." + ], + [ + "City Status Impact on Incidents", + "Determines how easy it is to keep your health, happiness, and fire safety positive. With easy there is no penalty, medium has a small penalty resulting in a balanced experience, and high has a severe penalty leading to a challenge." + ] + ] + ], + "images": [], + "all_images": [ + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Checklist Creation" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Incidents, Plague, Fire, Uprising - an117img2.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Ruins and Rebuilding - an117img3.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Major Event Plague - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Plague Exodus Quest Outcome Example - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "City Watch Building - an117img4.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "City Attributes and Status - an117img5.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Attibutes from Needs (Food) - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Specialist Bonus Fire Safety - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Market Influencing houses - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Aqueduct Cistern Coverage - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Festival Example - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Incidents Pause Menu - an117img5.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Anno 117: Pax Romana" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/ESRBT.0593cb89.svg", + "alt": "ESRB: Teen" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/PCPlatform.661d13cd.svg", + "alt": "PC" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/PS5.54c85761.svg", + "alt": "PlayStation 5" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/XboxSeries.57f4ee4a.svg", + "alt": "Xbox Series X|S" + } + ], + "discovered_links": [ + "https://www.ign.com/wikis/anno-117-pax-romana/How_to_Manage_City_Health,_Happiness_and_Fire_Safety", + "https://www.ign.com/wikis/anno-117-pax-romana/topcontributors", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_City_Status_Guide", + "https://www.ign.com/wikis/anno-117-pax-romana/Starting_City_Layouts", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Campaign_Mission_Checklist", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Production_Ratio_Guide", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Supply_Chains_Explained", + "https://www.ign.com/wikis/anno-117-pax-romana/Hall_of_Fame_and_Accolades_Guide_%26_Unlock_Checklist" + ], + "full_html_length": 266426 +} \ No newline at end of file diff --git a/scraped_data/ign_anno-117-pax-romana_How_to_Provide_Goods__26_Services_to_Meet_the_Needs_of_Your_Citizens.json b/scraped_data/ign_anno-117-pax-romana_How_to_Provide_Goods__26_Services_to_Meet_the_Needs_of_Your_Citizens.json new file mode 100644 index 0000000..09634f8 --- /dev/null +++ b/scraped_data/ign_anno-117-pax-romana_How_to_Provide_Goods__26_Services_to_Meet_the_Needs_of_Your_Citizens.json @@ -0,0 +1,708 @@ +{ + "url": "https://www.ign.com/wikis/anno-117-pax-romana/How_to_Provide_Goods_%26_Services_to_Meet_the_Needs_of_Your_Citizens", + "source": "ign", + "title": "How to Provide Goods & Services to Meet the Needs of Your Citizens - Anno 117: Pax Romana Guide - IGN", + "text_content": "Task Search\nChecklists\nGuides\nMarkers\nVideos\nSort and Filter\nNo Results\nChecklists\nNew Checklist\nAll Lists\nMy Checklists\nAll\nAll Lists\nMy Checklists\nHow creative can you get with your first free checklist?\nCreate a free account\nHow to Provide Goods & Services to Meet the Needs of Your Citizens\nBy\nTenkiei\n,\nJen Rothery\n,\n+2 more\nupdated\nNov 20, 2025\nIt's a governors job to provide for their citizens, this means building supply chains for goods, and constructing service buildings. When you meet all of the needs for a class of citizenry, you gain the ability to improve their housing, attracting new citizens to your city (and progressing). In addition, each type of good or service provides attributes: Population, Income, Happiness, Health, Fire Safety, Knowledge, Belief, or Prestige improving your city. Providing everything means building multiple cities, and creating an empire that spans from Albion in the north to Latium in the south. But Rome wasn't built in a day, and your empire doesn't need to be either, instead you can focus in providing one tier of goods at a time making steady progress.\nClick the links below to jump to:\nThe Basics\nLatium\nPlebeians\nEquites\nPatricians\nAlbion\nCeltic Path\nRoman Path\nThe Basics\nBefore you begin focusing on specific needs, you need to know the basics. First up, providing goods means\nbuilding a supply chain\n, and that requires Denarii and construction materials. The first material is\nTimber\n, which requires a\nWoodcutter\n(placed near trees) and a\nSawmill\nto process the Logs into\nTimber\n.\nMost production chains involve a building to create raw materials, and a building to process those materials into consumer goods. Another early need is\nPorridge\n. The supply chain consists of an\nOat Farm\nand a\nPorridge stand\n. It takes 1 minute to produce 1t of\nOats\n, and 1 minute to process 1t of\nOats\ninto 1t of\nPorridge\n, making this a production chain that is efficient by default. But for other production chains, you need to find the\ncorrect production ratio for perfect efficiency\n.\nSupply chains need to be connected to your supply network. You can accomplish this by building near your\nTrading Post\n, but as your city grows you can use\nWarehouses\nas hubs to connect everything within your city.\nEach type of good or service provides needs points, higher tiers of citizens need more needs points, these can be filled by multiple lower tier goods/services or a single higher tier good/service. If you exceed the requirements, you gain additional attributes.\nSome buildings provide a service to surrounding houses. Your citizens need these public services, but in addition they provide valuable attributes to your city. Typically, you want to place service buildings at a centralized location. There are also buildings with \"radius\" effects, these increase and/or decrease attributes for every building within the area of effect. A good rule of thumb is that the bigger a building, the bigger its service range or radius. Here is an example of different radii effects, a green arrow pointing up is positive, a red arrow pointing down is negative, and a diamond that is half green, half red means both a positive and a negative change.\nYou can also employ specialists, these are placed within your Villa or Officium. There are a wide variety of specialists you can assign to your city, with powerful effects.\nHigher tier citizens are more demanding, and often have exotic tastes. This means you need to settle multiple islands (or build a province spanning empire) to obtain all of the necessary fertilities. Then you need to set up a trade network to ship the goods between your cities. Alternatively, you can make friends with a NPC and purchase the goods, though this can get costly!\nThat about covers the basics, now let's get into the specifics starting with the Latium region.\nLatium\nYour first tier of Citizens in Latium are the Liberti they have simple needs that can be provided for with a few basic buildings. Most of these are easy to place around your city, but the Taverns can be a bit tricky due to their small radius. Make sure they are centralized, and try to find spaces to fit your Pileus Felter and Spinner near most of your houses to maximize the income. There are no fertilities required for this tier!\nLiberti require 1 point in Food, Services and Fashion, each of the following Goods/Services provide 1 point.\nGood/Service\nBuilding(s)\nCategory\nAttribute(s)\nNotes\nSardines\nFishing Hut\nFood\n+1 Population, +1 Income\nWith the right discovery the Fishing Hut provides +3 Income to nearby houses.\nPorridge\nOat Farm, Porridge Stand\nFood\n+2 Population\nThese buildings are small and easy to fit into spare spaces.\nMarket\nService\n+1 Population, +1 Income\nMarket Forces increase the effective range of +25%.\nTavern\nService\n+1 Population, +1 Happiness\nThis has a small service area, so it needs to be placed in a central location.\nTunics\nHemp Farm, Spinner\nFashion\n+2 Income\nThe Spinner provides +1 Income, and with the right research +1 Knowledge to buildings in radius.\nPileus\nSheep Farm, Pileus Felter\nFashion\n+1 Income, +1 Happiness\nA Pileus Felter also provides +1 Income to buildings in radius.\nPlebeians\nMoving on to Plebeians, you need a new construction material,\nTiles\n. This requires you to harvest\nClay\nusing a\nRiver Slot\n. This is also where your goods start to require fertilities from other islands, meaning you need to\nfound new cities.\nGenerally you can find one island with\nLavender\nand\nMackerel\n(or research the Discovery that lets you skip Mackerel fertility), and another with\nResin\nand\nOlives\n.\nPlebeians require 3 points in Food, 3 in Services, 3 in Goods, 2 in household. Each of the below Goods/Services provide 2 points. This means you either need both T2 resources in a category, or one T1 and one T2.\nGood/Service\nBuilding(s)\nCategory\nAttribute(s)\nNotes\nBread\nWheat Farm, Grain Mill, Bakery, Charcoal Burner\nFood\n+2 Population, +1 Income\nThe Charcoal burner should be placed away due to the penalties it inflicts, the Bakery increases income but reduces Fire Safety.\nGarum\nScomber's Shack, Salt Ponds, Garum Works\nFood\n+2 Income, +1 Happiness\nGarum Works provides +1 Income, -2 Happiness in radius, you might want to build extra to ship to Albion after researching Seasoned to Taste.\nSanctuary\nService\n+1 Happiness, +2 Belief\nThis has a generous radius, so it can be more easily placed towards the edge of your housing.\nGrammaticus\nService\n+3 Knowledge\nAnother building with a somewhat small radius, position it well as it's important to get knowledge from as many buildings as possible.\nSandals\nPig Farm, Salt Ponds, Tannery, Sandal Maker\nFashion\n+1 Population, +2 Income\nPlace the Pig Farm and Tannery away from your houses to avoid penalties, but try to place the Sandal Maker close to gain the +1 Income.\nSoap\nPig Farm, Renderer, Charcoal Burner, Lavender Farm, Soap Maker\nFashion\n+1 Population, +2 Health\nThis is a complex production chain, try to place the Lavender Farms near your houses for the +1 Happiness bonus. Place the Pig Farm, Renderer, and Charcoal burner away. The Soap Maker gives +1 Health -1 Happiness, so where you place it depends on your needs.\nAmphorae\nClay Pit, Resin Tapper, Charcoal Burner, Potter\nHousehold\n+2 Population, +1 Fire Safety\nYou need to place a Resin Tapper in forested areas (or research the requisite Discovery), the Clay Pit requires a River slot, place the Charcoal Burner and Potter away to avoid the penalties.\nOlive Oil\nOlive Grower, Olive Press\nHousehold\n+1 Population, +1 Income, +1 Health\nThe Olive Press also provides +1 Health to buildings in radius.\nEquites\nThere are two major changes when it comes to providing for Equites, the third tier of Citizen in Latium. First up, they have expensive tastes, which include goods that can only be found in Albion. This means founding a new city there, or trading with a NPC like\nAthr Lorgwyn\n. Second, they add\nAqueducts\nand the\nMarvels\ncategory, these buildings function similarly to public services, providing infrastructure to your city.\nAqueducts\nare particularly useful as they can irrigate fields, provide a boost to your mines and give all buildings in radius a bonus to Health and Fire Safety.\nAqueducts\nneed a mountain source which must then be connected to all active\nCisterns\n, from there you can distribute the water. You need a source of\nConcrete\nfor most of these buildings, along with\nMarble\nfor some of the Marvels.\nEquites require 7 points in Food, Services, and Fashion, 6 in Household and 4 in Marvels. Again you can meet these needs by mixing the new Tier 3 goods/services with those of prior tiers, or providing both Tier 3 options.\nGood/Service\nBuilding(s)\nCategory\nAttribute(s)\nNotes\nWine\nVineyard, Apiary, Vintner\nFood\n+3 Income, +1 Happiness, +2 Belief, -1 Knowledge\nVintners provide +1 Income, +1 Prestige in radius, additionally you can place your Apiaries within Lavender fields for efficiency if the island has both a Grape and Lavender fertility.\nCheese\nOchs Farm, Dairy\nFood\n+2 Population, +3 Income, +2 Prestige\nThis must be imported from Albion.\nAqueduct\nSource, Aqueduct, Cistern\nService\n+3 Health, +3 Fire Safety\nThis goes a long way to solving Health and Fire Safety in a growing city.\nTheatre\nService\n+3 Happiness, +1 Knowledge, +1 Prestige\nAs a larger building, Theatres have a generous radius.\nGambling House\nService\n+2 Population, +3 Income, -2 Happiness\nThis requires a discovery to unlock, be careful of the happiness penalty.\nTogas\nFlax Farm, Snailery, Weaver, Dye Works, Loom Weavery\nFashion\n+2 Population, +3 Prestige\nKeep the Dye works away from your houses but place the Loom Weavery close for the +2 Income bonus.\nBrooches\nSilver Mine, Silver Forge, Fibularium, Charcoal Burner\nFashion\n+4 Income, +3 Belief\nThis must be imported from Albion.\nWriting Tablets\nSandarac Nursery, Apiary, Tabulus\nHousehold\n+2 Income, +3 Knowledge\nThe Tabulus provides +1 Knowledge as its radius bonus, making it a great way to get ahead in your research.\nFine Glass\nMineral Quarry, Mineral Crusher, Sand Refinery, Glass Smelter, Charcoal Burner, Glassblower\nHousehold\n+3 Income, +2 Prestige\nThis is a resource (and River slot) intensive production chain, it might take some time to set up and optimize. But this is worth doing since Aldermen and Nobles in Albion also need Fine Glass.\nForum\nMarvel\n+2 Population, +2 Income, +3 Prestige\nRequires an Aqueduct Cistern connection.\nBaths\nMarvel\n+2 Population, +2 Health, +3 Fire Safety\nRequires an Aqueduct Cistern connection.\nPatricians\nPatricians are the wealthiest, and most demanding class of citizen in Latium. Most of the supply chains are demanding and complex. However the attributes (and population) offered by Patrician housing is well above any of the prior tiers. In addition you unlock the Amphitheatre Marvel, which provides massive bonuses to your entire city in addition to letting you run Gladiatorial games for even more bonuses!\nPatricians require 15 points in Food, Service and Fashion, 14 in Household, 12 in Marvel, and 8 in the new Culture category. Be prepared to acquire rare resources like\nGold\nand import things from Albion!\nGood/Service\nBuilding(s)\nCategory\nAttribute(s)\nNotes\nAmphitheatre\nMarvel\n+3 Population, +3 Happiness, +7 Prestige\nThis is an island wide bonus, but it also requires hundreds of construction materials / workers so expect it to be a time and resource intensive project!\nOysters with Caviar\nSturgeon Hatchery, Fish Gutter, Oyster Bed, Epicure of Water\nFood\n+3 Income, +3 Population, +2 Health\nThe Epicure of Water provides +1 Population, +1 Health in radius, and all of the attributes are positive making this the more desirable food option.\nBird Tongue in Aspic\nBird Charmer, Tongue Plucker, Pig Farm, Renderer, Charcoal Burner, Epicure of Air\nFood\n+6 Income, -2 Happiness, +6 Prestige\nThis must be imported from Albion.\nTemple\nService\n+2 Population, +6 Belief\nA great way to unlock the Exalted Veneration for your deity of choice.\nLibrary\nService\n-2 Fire Safety, +7 Knowledge, +3 Prestige\nThis has a huge Knowledge bonus that's great for late game research but be careful of the -2 Fire Safety penalty.\nNecklaces\nMineral Quarry, Gold Sifter/Mine, Goldsmith, Charcoal Burner, Jeweler\nFashion\n+6 Income, +2 Prestige\nWithout a high devotion to Mercury-Lugus, it's difficult to get enough gold for this process.\nCloaks\nWeld Crop, Copper, Greenhands, Sheep Farm, Birrus Sticher\nFashion\n+2 Population, +4 Income, +2 Happiness, +2 Health\nThis must be imported from Albion.\nLoungers\nSnailery, Dye Works, Sheep Farm, Cushion Stuffer, Sandarac Nursery, Chair Maker\nHousehold\n+1 Population, +5 Income, +1 Happiness, -1 Fire Safety, +2 Prestige\nWhile this is an involved production chain it's well worth investing the time into.\nHandmirrors\nSilver Mine, Silver Forge, Charcoal Burner, Shell Gatherer, Narcissium\nHousehold\n+4 Income, +2 Health, +2 Knowledge, +2 Prestige\nThis must be imported from Albion.\nLyres\nGold Washer/Mine, Goldsmith, Charcoal Burner, Sandarac Nursery, Gilder, Sheep Farm, Stringer, Lythier\nCulture\n+4 Income, +2 Belief, +2 Knowledge\nThis is difficult due to the gold requirement, raise your dedication to Mercury-Lugus or buy these from a NPC like Zara Nitu. The Lythier provides +1 Income, +1 Happiness in its radius.\nChariots\nWoodcutter, Reed Gatherer, Chassis Builder, Horsecatcher, Chariot Workshop\nCulture\n+5 Income, +2 Happiness, -1 Health, +4 Prestige\nThis must be imported from Albion.\nAlbion\nWhen you're setting up cities in Albion, typically you have less space to work with. This means smaller populations and a greater premium on space. You also need to\ndecide whether you follow the Celtic path, or Romanize your populace.\nThe Celtic path generally requires local resources, but the Roman path requests goods you may need to import from Latium. Either way, your end goal is going to be to have citizens from both paths, as you need goods from both to ultimately fulfill all of your citizens needs.\nWaders require 1 point in Food, Services and Fashion. You do not need any specific fertilities to fulfill all of their needs.\nGood/Service\nBuilding(s)\nCategory\nAttribute(s)\nNotes\nCockles\nCockle Picker\nFood\n+1 Population, +1 Happiness\nWith the right discovery the Cockle Picker provides +3 Income to nearby houses.\nEels\nEel Grabber\nFood\n+1 Population, +1 Income\nThis must be built on Marshland.\nMarket\nService\n+1 Population, +1 Income\nMarket Forces increase the effective range of +25%.\nBardic Hearth\nService\n+1 Population, +1 Happiness\nThis building has a small radius, so place it near your city center.\nReed Shoes\nReed Gatherer, Shoe Weaver\nFashion\n+1 Income, +1 Health\nThe Reed Gatherer must be built on Marshland, but you should place the Shoe Weaver near your houses for the +1 Happiness.\nTunics\nHemp Farm, Spinner\nFashion\n+2 Income\nPlace the Spinner near your houses for the +1 Income (and with the correct technology) +1 Knowledge radius bonus.\nCeltic Path\nWhen you satisfy all of your Wader's needs and choose the Celtic Path, you gain access to Smiths (tier 2) and Aldermen (tier 3). This comes with a greater faith bonus in your cities, and unique Celtic marvels. They primarily require resources found in Albion, but you need to settle islands with different fertilities to provide for all of their demands. You need to provide\nWattle & Daub\n(a construction material made with\nClay\nand\nReeds\n) in addition to\nTiles\n. Once you begin housing Aldermen, you need\nGranite\nblocks in addition to Concrete. Get ready to build on the Marshlands to get many of the resources you need!\nSmiths require 3 points in Food, Service and Fashion, 2 points in Household meaning you need to provide both T2 resources, or one T1 and one T2 resource for the Food, Service and Fashion categories.\nDye Plants\nBarley\n, and\nTin\nare great fertilities to target.\nGood/Service\nBuilding(s)\nCategory\nAttribute(s)\nNotes\nCheese\nOchs Farm, Dairy\nFood\n+2 Population, +1 Income\nPlace the dairy near your houses for the +2 Happiness bonus. It's a good idea to produce more than you need to send to Latium.\nBeer\nBarley Farm, Malthouse, Charcoal Burner, Brewry\nFood\n+1 Population, +1 Income, +2 Happiness, -1 Knowledge\nRemember to place the Charcoal Burner away from your housing, you may also wish to place the Brewry away to avoid the -2 Fire Safety radius effect. Another resource you should overproduce to send back to Latium.\nRecreation Ground\nService\n+1 Happiness, +1 Health, +1 Prestige\nThe Funeral Games of Tailteann boosts the radius by +20%.\nFanum\nService\n+2 Belief, +1 Knowledge\nThis building has a generous radius.\nTrousers\nSheep Farm, Weld Crop, Hosier\nFashion\n+1 Populace, +2 Income\nPlace the Hosier near your houses for the +1 Income, +1 Health bonus.\nTorcs\nCopper Mine, Charcoal Burner, Wire-Twister\nFashion\n+2 Income, +1 Prestige\nBe careful with the placement of this production chain as all of these buildings have negative radius effects. The Copper Mine requires a mountain slot.\nDrinking Horns\nOchs Farm, Tin Mine, Horner\nHousehold\n+1 Population, +2 Happiness\nPlace the Horner near houses for +1 Income, +1 Happiness, remember you need to place the Ochs Farms on marshland, and the Tin Mine on a mountain slot.\nClan Shields\nWeld Crop, Tin Mine, Copper Mine, Bronze Smelter, Charcoal Burner, Shieldbeater\nHousehold\n+1 Belief, +2 Prestige\nThis has a complex and resource-intensive supply chain and doesn't provide great bonuses. You might want to skip this until your city is well established.\nAldermen require 7 points in Food, Service and Fashion, 6 points in Household, and 4 in Marvels. Unlocking Aldermen give you access to\nCloaks\nand\nChariots\nboth of which are valued in Latium. Plus, two unique Celtic Marvels the\nSacred Grove\nand\nBarrow\n.\nGood/Service\nBuilding(s)\nCategory\nAttribute(s)\nNotes\nRoast Beef\nOchs Farm, Saltwort Picker, Charcoal Burner, Earthen Oven\nFood\n+3 Population, +2 Income\nThe Earthen Oven provides -2 Fire Safety and +1 Population and +1 Income, this is a trade off that can provide valuable attributes if you can deal with the safety penalty.\nWine\nVineyard, Apiary, Vintner\nFood\n+3 Income, +3 Happiness, +2 Belief, -1 Knowledge\nYou need Grapes from Latium to make Wine. It is possible to build the Apiary/Vintner within Albion but often it's better to import the finished product.\nAlder Council\nService\n+2 Population, +1 Belief, +2 Knowledge\nThis has a large radius.\nTheatre\nService\n+3 Happiness, +1 Knowledge, +1 Prestige\nAnother building with a large radius, this is shared with the Roman path.\nGambling House\nService\n+2 Population, +3 Income, -2 Happiness\nThis requires a discovery to unlock, be careful of the happiness penalty.\nCloaks\nWeld Crop, Copper Mine, Greenhands, Sheep Farm, Birrus Stitcher\nFashion\n+2 Population, +2 Health, +2 Income\nThe Birrus Stitcher has an amazing +2 Income, +2 Health radius bonus, place it in a prime location within your city!\nFur Hats\nSaltwort Picker, Saltwort Burner, Charcoal Burner, Beaver Trapper, Beaver Hatter\nFashion\n+3 Income, +2 Happiness, +1 Health\nThese production buildings have mixed or negative radius effects, place them away from your housing.\nChariots\nWoodcutter, Reed Gatherer, Chassis Builder, Horsecatcher, Chariot Workshop\nHousehold\n+3 Income, +1 Happiness, +2 Prestige\nYou need a significant number of Aldermen to staff this production chain, including the Horse Catcher so plan your settlement accordingly.\nFine Glass\nMineral Quarry, Mineral Crusher, Sand Refinery, Glass Smelter, Charcoal Burner, Glassblower\nHousehold\n+5 Income, +3 Prestige\nThis must be imported from Latium.\nBarrow\nMarvel\n+2 Health, +3 Belief, +2 Prestige\nSince the Barrow has a large radius and fairly small footprint it's easy to fit between city blocks.\nSacred Grove\nMarvel\n+4 Belief, +3 Knowledge\nWith a larger footprint, this is a bit more difficult to place compared to the Barrow.\nRoman Path\nWhen you satisfy all of your Wader's needs and choose the Roman Path, you gain access to Mercators (tier 2) and Nobles (tier 3). This comes with a greater knowledge bonus in your cities, and the Roman marvels available in Latium. They require many resources only found in Latium, so you need to set up a trade network to import these goods. There may also be diplomatic repercussions for choosing this path. In particular, the\nBird Tongue in Aspic\nand\nHandmirror\nproduction chains are noteworthy here as they're demanded by the\nPatricians\nin Latium.\nMercators require 3 points in Food, Service and Fashion, 2 points in Household meaning you need to provide both T2 resources, or one T1 and one T2 resource for the Food, Service and Fashion categories.\nGood/Service\nBuilding(s)\nCategory\nAttribute(s)\nNotes\nBread\nWheat Farm, Donkey Mill, Charcoal Burner, Kitchen\nFood\n+2 Population, +1 Income\nPlace the Charcoal Burner away from your housing to avoid penalties, you may also wish to place the Kitchen away depending on your Fire Safety.\nSausages\nHerb Garden, Pig Farm, Charcoal Burner, Salisium\nFood\n+2 Population, +1 Happiness\nThe Pig farm and Charcoal Burner have penalties in radius, the Salisium is another tradeoff +1 Population, +1 Income, -2 Fire Safety.\nGrammaticus\nService\n+3 Knowledge\nBuilding a Grammaticus is especially important if you\ndecided to settle Albion first\n. This provides a large amount of Knowledge.\nFanum\nService\n+2 Belief, +1 Knowledge\nThis building has a generous radius.\nBrooches\nSilver Mine, Silver Forge, Fibularium, Charcoal Burner\nFashion\n+2 Income, +1 Belief\nMake sure to produce extra that you can export to Latium.\nSoap\nPig Farm, Renderer, Charcoal Burner, Lavender Farm, Soap Maker\nFashion\n+1 Population, +2 Health, +2 Prestige\nThis must be imported from Latium.\nAmphorae\nMud Drier, Resin Tapper, Charcoal Burner, Amphorae\nHousehold\n+2 Population, +1 Fire Safety\nYou can either import this from Latium if you already have the Production Chain, or settle an island in Albion with Resin and produce it locally.\nOlive Oil\nOlive Grower, Olive Press\nHousehold\n+1 Population, +3 Income, +1 Health\nThis must be imported from Latium.\nNobles require 7 points in Food, Service and Fashion, 6 points in Household, and 4 in Marvels. Unlocking Nobles give you access to Roman aqueducts which help to shore up the Health and Fire Safety within your cities.\nGood/Service\nBuilding(s)\nCategory\nAttribute(s)\nNotes\nBird Tongues in Aspic\nBird Charmer, Tongue Plucker, Pig Farm, Renderer, Charcoal Burner, Epicure of Air\nFood\n+4 Income, -2 Happiness, +3 Prestige\nThis is a complex supply chain which requires both Mercators and Nobles to run most of the buildings. It's worth investing in to import back to Latium.\nWine\nVineyard, Apiary, Vintner\nFood\n+3 Income, +3 Happiness, +2 Belief, -1 Knowledge\nYou need Grapes from Latium to make Wine. It is possible to build the Apiary/Vintner within Albion but often it's better to import the finished product.\nAqueduct\nSource, Aqueduct, Cistern\nService\n+3 Health, +3 Fire Safety\nA great way to solve Health and Fire Safety in your city.\nTheatre\nService\n+3 Happiness, +1 Knowledge, +1 Prestige\nAnother building with a large radius, this is shared with the Roman path.\nGambling House\nService\n+2 Population, +3 Income, -2 Happiness\nThis requires a discovery to unlock, be careful of the happiness penalty.\nWigs\nFlax Farm, Resin Tapper, Headpiece Maker, Horse Breeder, Wig Maker\nFashion\n+3 Income, -1 Fire Safety, +3 Prestige\nYou need a significant number of Mercators and Nobles to staff this production chain, including the Shell Gatherer so plan your settlement accordingly.\nTogas\nFlax Farm, Snailery, Weaver, Dye Works, Loom Weavery\nFashion\n+2 Population, +5 Prestige\nThis must be imported from Latium.\nHandmirrors\nSilver Mine, Silver Forge, Charcoal Burner, Shell Gatherer, Narcissium\nHousehold\n+2 Income, +2 Health, +2 Knowledge\nYou need a significant number of Mercators and Nobles to staff this production chain, including the Shell Gatherer so plan your settlement accordingly.\nFine Glass\nMineral Quarry, Mineral Crusher, Sand Refinery, Glass Smelter, Charcoal Burner, Glassblower\nHousehold\n+5 Income, +3 Prestige\nThis must be imported from Latium.\nTemple\nMarvel\n+2 Population, +6 Belief\nHas a huge radius, and provides a significant amount of Belief towards Exaltation bonuses.\nBaths\nMarvel\n+2 Population, +2 Health, +3 Fire Safety\nRequires an Aqueduct Cistern.\nUp Next:\nAnno 117 Beginners Guide: City Building Tips and Tricks\nPrevious\nGemini in the Rough, Should you Pick Brutus or Gaius?\nNext\nAnno 117 Beginners Guide: City Building Tips and Tricks\nTop Guide Sections\nAnno 117 Campaign Mission Checklist\nAnno 117 Production Ratio Guide\nAnno 117 Supply Chains Explained\nHall of Fame and Accolades Guide & Unlock Checklist\nWas this guide helpful?\nLeave feedback\nIn This Guide\nAnno 117: Pax Romana\nUbisoft\nNov 13, 2025\nLearn more\nGo to comments", + "tables": [ + [ + [ + "Good/Service", + "Building(s)", + "Category", + "Attribute(s)", + "Notes" + ], + [ + "Sardines", + "Fishing Hut", + "Food", + "+1 Population, +1 Income", + "With the right discovery the Fishing Hut provides +3 Income to nearby houses." + ], + [ + "Porridge", + "Oat Farm, Porridge Stand", + "Food", + "+2 Population", + "These buildings are small and easy to fit into spare spaces." + ], + [ + "Market", + "Service", + "+1 Population, +1 Income", + "Market Forces increase the effective range of +25%." + ], + [ + "Tavern", + "Service", + "+1 Population, +1 Happiness", + "This has a small service area, so it needs to be placed in a central location." + ], + [ + "Tunics", + "Hemp Farm, Spinner", + "Fashion", + "+2 Income", + "The Spinner provides +1 Income, and with the right research +1 Knowledge to buildings in radius." + ], + [ + "Pileus", + "Sheep Farm, Pileus Felter", + "Fashion", + "+1 Income, +1 Happiness", + "A Pileus Felter also provides +1 Income to buildings in radius." + ] + ], + [ + [ + "Good/Service", + "Building(s)", + "Category", + "Attribute(s)", + "Notes" + ], + [ + "Bread", + "Wheat Farm, Grain Mill, Bakery, Charcoal Burner", + "Food", + "+2 Population, +1 Income", + "The Charcoal burner should be placed away due to the penalties it inflicts, the Bakery increases income but reduces Fire Safety." + ], + [ + "Garum", + "Scomber's Shack, Salt Ponds, Garum Works", + "Food", + "+2 Income, +1 Happiness", + "Garum Works provides +1 Income, -2 Happiness in radius, you might want to build extra to ship to Albion after researching Seasoned to Taste." + ], + [ + "Sanctuary", + "Service", + "+1 Happiness, +2 Belief", + "This has a generous radius, so it can be more easily placed towards the edge of your housing." + ], + [ + "Grammaticus", + "Service", + "+3 Knowledge", + "Another building with a somewhat small radius, position it well as it's important to get knowledge from as many buildings as possible." + ], + [ + "Sandals", + "Pig Farm, Salt Ponds, Tannery, Sandal Maker", + "Fashion", + "+1 Population, +2 Income", + "Place the Pig Farm and Tannery away from your houses to avoid penalties, but try to place the Sandal Maker close to gain the +1 Income." + ], + [ + "Soap", + "Pig Farm, Renderer, Charcoal Burner, Lavender Farm, Soap Maker", + "Fashion", + "+1 Population, +2 Health", + "This is a complex production chain, try to place the Lavender Farms near your houses for the +1 Happiness bonus. Place the Pig Farm, Renderer, and Charcoal burner away. The Soap Maker gives +1 Health -1 Happiness, so where you place it depends on your needs." + ], + [ + "Amphorae", + "Clay Pit, Resin Tapper, Charcoal Burner, Potter", + "Household", + "+2 Population, +1 Fire Safety", + "You need to place a Resin Tapper in forested areas (or research the requisite Discovery), the Clay Pit requires a River slot, place the Charcoal Burner and Potter away to avoid the penalties." + ], + [ + "Olive Oil", + "Olive Grower, Olive Press", + "Household", + "+1 Population, +1 Income, +1 Health", + "The Olive Press also provides +1 Health to buildings in radius." + ] + ], + [ + [ + "Good/Service", + "Building(s)", + "Category", + "Attribute(s)", + "Notes" + ], + [ + "Wine", + "Vineyard, Apiary, Vintner", + "Food", + "+3 Income, +1 Happiness, +2 Belief, -1 Knowledge", + "Vintners provide +1 Income, +1 Prestige in radius, additionally you can place your Apiaries within Lavender fields for efficiency if the island has both a Grape and Lavender fertility." + ], + [ + "Cheese", + "Ochs Farm, Dairy", + "Food", + "+2 Population, +3 Income, +2 Prestige", + "This must be imported from Albion." + ], + [ + "Aqueduct", + "Source, Aqueduct, Cistern", + "Service", + "+3 Health, +3 Fire Safety", + "This goes a long way to solving Health and Fire Safety in a growing city." + ], + [ + "Theatre", + "Service", + "+3 Happiness, +1 Knowledge, +1 Prestige", + "As a larger building, Theatres have a generous radius." + ], + [ + "Gambling House", + "Service", + "+2 Population, +3 Income, -2 Happiness", + "This requires a discovery to unlock, be careful of the happiness penalty." + ], + [ + "Togas", + "Flax Farm, Snailery, Weaver, Dye Works, Loom Weavery", + "Fashion", + "+2 Population, +3 Prestige", + "Keep the Dye works away from your houses but place the Loom Weavery close for the +2 Income bonus." + ], + [ + "Brooches", + "Silver Mine, Silver Forge, Fibularium, Charcoal Burner", + "Fashion", + "+4 Income, +3 Belief", + "This must be imported from Albion." + ], + [ + "Writing Tablets", + "Sandarac Nursery, Apiary, Tabulus", + "Household", + "+2 Income, +3 Knowledge", + "The Tabulus provides +1 Knowledge as its radius bonus, making it a great way to get ahead in your research." + ], + [ + "Fine Glass", + "Mineral Quarry, Mineral Crusher, Sand Refinery, Glass Smelter, Charcoal Burner, Glassblower", + "Household", + "+3 Income, +2 Prestige", + "This is a resource (and River slot) intensive production chain, it might take some time to set up and optimize. But this is worth doing since Aldermen and Nobles in Albion also need Fine Glass." + ], + [ + "Forum", + "Marvel", + "+2 Population, +2 Income, +3 Prestige", + "Requires an Aqueduct Cistern connection." + ], + [ + "Baths", + "Marvel", + "+2 Population, +2 Health, +3 Fire Safety", + "Requires an Aqueduct Cistern connection." + ] + ], + [ + [ + "Good/Service", + "Building(s)", + "Category", + "Attribute(s)", + "Notes" + ], + [ + "Amphitheatre", + "Marvel", + "+3 Population, +3 Happiness, +7 Prestige", + "This is an island wide bonus, but it also requires hundreds of construction materials / workers so expect it to be a time and resource intensive project!" + ], + [ + "Oysters with Caviar", + "Sturgeon Hatchery, Fish Gutter, Oyster Bed, Epicure of Water", + "Food", + "+3 Income, +3 Population, +2 Health", + "The Epicure of Water provides +1 Population, +1 Health in radius, and all of the attributes are positive making this the more desirable food option." + ], + [ + "Bird Tongue in Aspic", + "Bird Charmer, Tongue Plucker, Pig Farm, Renderer, Charcoal Burner, Epicure of Air", + "Food", + "+6 Income, -2 Happiness, +6 Prestige", + "This must be imported from Albion." + ], + [ + "Temple", + "Service", + "+2 Population, +6 Belief", + "A great way to unlock the Exalted Veneration for your deity of choice." + ], + [ + "Library", + "Service", + "-2 Fire Safety, +7 Knowledge, +3 Prestige", + "This has a huge Knowledge bonus that's great for late game research but be careful of the -2 Fire Safety penalty." + ], + [ + "Necklaces", + "Mineral Quarry, Gold Sifter/Mine, Goldsmith, Charcoal Burner, Jeweler", + "Fashion", + "+6 Income, +2 Prestige", + "Without a high devotion to Mercury-Lugus, it's difficult to get enough gold for this process." + ], + [ + "Cloaks", + "Weld Crop, Copper, Greenhands, Sheep Farm, Birrus Sticher", + "Fashion", + "+2 Population, +4 Income, +2 Happiness, +2 Health", + "This must be imported from Albion." + ], + [ + "Loungers", + "Snailery, Dye Works, Sheep Farm, Cushion Stuffer, Sandarac Nursery, Chair Maker", + "Household", + "+1 Population, +5 Income, +1 Happiness, -1 Fire Safety, +2 Prestige", + "While this is an involved production chain it's well worth investing the time into." + ], + [ + "Handmirrors", + "Silver Mine, Silver Forge, Charcoal Burner, Shell Gatherer, Narcissium", + "Household", + "+4 Income, +2 Health, +2 Knowledge, +2 Prestige", + "This must be imported from Albion." + ], + [ + "Lyres", + "Gold Washer/Mine, Goldsmith, Charcoal Burner, Sandarac Nursery, Gilder, Sheep Farm, Stringer, Lythier", + "Culture", + "+4 Income, +2 Belief, +2 Knowledge", + "This is difficult due to the gold requirement, raise your dedication to Mercury-Lugus or buy these from a NPC like Zara Nitu. The Lythier provides +1 Income, +1 Happiness in its radius." + ], + [ + "Chariots", + "Woodcutter, Reed Gatherer, Chassis Builder, Horsecatcher, Chariot Workshop", + "Culture", + "+5 Income, +2 Happiness, -1 Health, +4 Prestige", + "This must be imported from Albion." + ] + ], + [ + [ + "Good/Service", + "Building(s)", + "Category", + "Attribute(s)", + "Notes" + ], + [ + "Cockles", + "Cockle Picker", + "Food", + "+1 Population, +1 Happiness", + "With the right discovery the Cockle Picker provides +3 Income to nearby houses." + ], + [ + "Eels", + "Eel Grabber", + "Food", + "+1 Population, +1 Income", + "This must be built on Marshland." + ], + [ + "Market", + "Service", + "+1 Population, +1 Income", + "Market Forces increase the effective range of +25%." + ], + [ + "Bardic Hearth", + "Service", + "+1 Population, +1 Happiness", + "This building has a small radius, so place it near your city center." + ], + [ + "Reed Shoes", + "Reed Gatherer, Shoe Weaver", + "Fashion", + "+1 Income, +1 Health", + "The Reed Gatherer must be built on Marshland, but you should place the Shoe Weaver near your houses for the +1 Happiness." + ], + [ + "Tunics", + "Hemp Farm, Spinner", + "Fashion", + "+2 Income", + "Place the Spinner near your houses for the +1 Income (and with the correct technology) +1 Knowledge radius bonus." + ] + ], + [ + [ + "Good/Service", + "Building(s)", + "Category", + "Attribute(s)", + "Notes" + ], + [ + "Cheese", + "Ochs Farm, Dairy", + "Food", + "+2 Population, +1 Income", + "Place the dairy near your houses for the +2 Happiness bonus. It's a good idea to produce more than you need to send to Latium." + ], + [ + "Beer", + "Barley Farm, Malthouse, Charcoal Burner, Brewry", + "Food", + "+1 Population, +1 Income, +2 Happiness, -1 Knowledge", + "Remember to place the Charcoal Burner away from your housing, you may also wish to place the Brewry away to avoid the -2 Fire Safety radius effect. Another resource you should overproduce to send back to Latium." + ], + [ + "Recreation Ground", + "Service", + "+1 Happiness, +1 Health, +1 Prestige", + "The Funeral Games of Tailteann boosts the radius by +20%." + ], + [ + "Fanum", + "Service", + "+2 Belief, +1 Knowledge", + "This building has a generous radius." + ], + [ + "Trousers", + "Sheep Farm, Weld Crop, Hosier", + "Fashion", + "+1 Populace, +2 Income", + "Place the Hosier near your houses for the +1 Income, +1 Health bonus." + ], + [ + "Torcs", + "Copper Mine, Charcoal Burner, Wire-Twister", + "Fashion", + "+2 Income, +1 Prestige", + "Be careful with the placement of this production chain as all of these buildings have negative radius effects. The Copper Mine requires a mountain slot." + ], + [ + "Drinking Horns", + "Ochs Farm, Tin Mine, Horner", + "Household", + "+1 Population, +2 Happiness", + "Place the Horner near houses for +1 Income, +1 Happiness, remember you need to place the Ochs Farms on marshland, and the Tin Mine on a mountain slot." + ], + [ + "Clan Shields", + "Weld Crop, Tin Mine, Copper Mine, Bronze Smelter, Charcoal Burner, Shieldbeater", + "Household", + "+1 Belief, +2 Prestige", + "This has a complex and resource-intensive supply chain and doesn't provide great bonuses. You might want to skip this until your city is well established." + ] + ], + [ + [ + "Good/Service", + "Building(s)", + "Category", + "Attribute(s)", + "Notes" + ], + [ + "Roast Beef", + "Ochs Farm, Saltwort Picker, Charcoal Burner, Earthen Oven", + "Food", + "+3 Population, +2 Income", + "The Earthen Oven provides -2 Fire Safety and +1 Population and +1 Income, this is a trade off that can provide valuable attributes if you can deal with the safety penalty." + ], + [ + "Wine", + "Vineyard, Apiary, Vintner", + "Food", + "+3 Income, +3 Happiness, +2 Belief, -1 Knowledge", + "You need Grapes from Latium to make Wine. It is possible to build the Apiary/Vintner within Albion but often it's better to import the finished product." + ], + [ + "Alder Council", + "Service", + "+2 Population, +1 Belief, +2 Knowledge", + "This has a large radius." + ], + [ + "Theatre", + "Service", + "+3 Happiness, +1 Knowledge, +1 Prestige", + "Another building with a large radius, this is shared with the Roman path." + ], + [ + "Gambling House", + "Service", + "+2 Population, +3 Income, -2 Happiness", + "This requires a discovery to unlock, be careful of the happiness penalty." + ], + [ + "Cloaks", + "Weld Crop, Copper Mine, Greenhands, Sheep Farm, Birrus Stitcher", + "Fashion", + "+2 Population, +2 Health, +2 Income", + "The Birrus Stitcher has an amazing +2 Income, +2 Health radius bonus, place it in a prime location within your city!" + ], + [ + "Fur Hats", + "Saltwort Picker, Saltwort Burner, Charcoal Burner, Beaver Trapper, Beaver Hatter", + "Fashion", + "+3 Income, +2 Happiness, +1 Health", + "These production buildings have mixed or negative radius effects, place them away from your housing." + ], + [ + "Chariots", + "Woodcutter, Reed Gatherer, Chassis Builder, Horsecatcher, Chariot Workshop", + "Household", + "+3 Income, +1 Happiness, +2 Prestige", + "You need a significant number of Aldermen to staff this production chain, including the Horse Catcher so plan your settlement accordingly." + ], + [ + "Fine Glass", + "Mineral Quarry, Mineral Crusher, Sand Refinery, Glass Smelter, Charcoal Burner, Glassblower", + "Household", + "+5 Income, +3 Prestige", + "This must be imported from Latium." + ], + [ + "Barrow", + "Marvel", + "+2 Health, +3 Belief, +2 Prestige", + "Since the Barrow has a large radius and fairly small footprint it's easy to fit between city blocks." + ], + [ + "Sacred Grove", + "Marvel", + "+4 Belief, +3 Knowledge", + "With a larger footprint, this is a bit more difficult to place compared to the Barrow." + ] + ], + [ + [ + "Good/Service", + "Building(s)", + "Category", + "Attribute(s)", + "Notes" + ], + [ + "Bread", + "Wheat Farm, Donkey Mill, Charcoal Burner, Kitchen", + "Food", + "+2 Population, +1 Income", + "Place the Charcoal Burner away from your housing to avoid penalties, you may also wish to place the Kitchen away depending on your Fire Safety." + ], + [ + "Sausages", + "Herb Garden, Pig Farm, Charcoal Burner, Salisium", + "Food", + "+2 Population, +1 Happiness", + "The Pig farm and Charcoal Burner have penalties in radius, the Salisium is another tradeoff +1 Population, +1 Income, -2 Fire Safety." + ], + [ + "Grammaticus", + "Service", + "+3 Knowledge", + "Building a Grammaticus is especially important if youdecided to settle Albion first. This provides a large amount of Knowledge." + ], + [ + "Fanum", + "Service", + "+2 Belief, +1 Knowledge", + "This building has a generous radius." + ], + [ + "Brooches", + "Silver Mine, Silver Forge, Fibularium, Charcoal Burner", + "Fashion", + "+2 Income, +1 Belief", + "Make sure to produce extra that you can export to Latium." + ], + [ + "Soap", + "Pig Farm, Renderer, Charcoal Burner, Lavender Farm, Soap Maker", + "Fashion", + "+1 Population, +2 Health, +2 Prestige", + "This must be imported from Latium." + ], + [ + "Amphorae", + "Mud Drier, Resin Tapper, Charcoal Burner, Amphorae", + "Household", + "+2 Population, +1 Fire Safety", + "You can either import this from Latium if you already have the Production Chain, or settle an island in Albion with Resin and produce it locally." + ], + [ + "Olive Oil", + "Olive Grower, Olive Press", + "Household", + "+1 Population, +3 Income, +1 Health", + "This must be imported from Latium." + ] + ], + [ + [ + "Good/Service", + "Building(s)", + "Category", + "Attribute(s)", + "Notes" + ], + [ + "Bird Tongues in Aspic", + "Bird Charmer, Tongue Plucker, Pig Farm, Renderer, Charcoal Burner, Epicure of Air", + "Food", + "+4 Income, -2 Happiness, +3 Prestige", + "This is a complex supply chain which requires both Mercators and Nobles to run most of the buildings. It's worth investing in to import back to Latium." + ], + [ + "Wine", + "Vineyard, Apiary, Vintner", + "Food", + "+3 Income, +3 Happiness, +2 Belief, -1 Knowledge", + "You need Grapes from Latium to make Wine. It is possible to build the Apiary/Vintner within Albion but often it's better to import the finished product." + ], + [ + "Aqueduct", + "Source, Aqueduct, Cistern", + "Service", + "+3 Health, +3 Fire Safety", + "A great way to solve Health and Fire Safety in your city." + ], + [ + "Theatre", + "Service", + "+3 Happiness, +1 Knowledge, +1 Prestige", + "Another building with a large radius, this is shared with the Roman path." + ], + [ + "Gambling House", + "Service", + "+2 Population, +3 Income, -2 Happiness", + "This requires a discovery to unlock, be careful of the happiness penalty." + ], + [ + "Wigs", + "Flax Farm, Resin Tapper, Headpiece Maker, Horse Breeder, Wig Maker", + "Fashion", + "+3 Income, -1 Fire Safety, +3 Prestige", + "You need a significant number of Mercators and Nobles to staff this production chain, including the Shell Gatherer so plan your settlement accordingly." + ], + [ + "Togas", + "Flax Farm, Snailery, Weaver, Dye Works, Loom Weavery", + "Fashion", + "+2 Population, +5 Prestige", + "This must be imported from Latium." + ], + [ + "Handmirrors", + "Silver Mine, Silver Forge, Charcoal Burner, Shell Gatherer, Narcissium", + "Household", + "+2 Income, +2 Health, +2 Knowledge", + "You need a significant number of Mercators and Nobles to staff this production chain, including the Shell Gatherer so plan your settlement accordingly." + ], + [ + "Fine Glass", + "Mineral Quarry, Mineral Crusher, Sand Refinery, Glass Smelter, Charcoal Burner, Glassblower", + "Household", + "+5 Income, +3 Prestige", + "This must be imported from Latium." + ], + [ + "Temple", + "Marvel", + "+2 Population, +6 Belief", + "Has a huge radius, and provides a significant amount of Belief towards Exaltation bonuses." + ], + [ + "Baths", + "Marvel", + "+2 Population, +2 Health, +3 Fire Safety", + "Requires an Aqueduct Cistern." + ] + ] + ], + "images": [], + "all_images": [ + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Checklist Creation" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Woodcutter Radius - a117img1.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Linking an Oat Farm with a Porridge Stand - a117img4.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Warehouse as a Trade Hub -an117img5.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Needs Points and Attributes - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Radius Effects of Buildings - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Baker Agcrusta - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Islands With Different Fertilities - a117img8.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Aqueduct Source - 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Anno 117: Pax Romana Guide - IGN", + "text_content": "Task Search\nChecklists\nGuides\nMarkers\nVideos\nSort and Filter\nNo Results\nChecklists\nNew Checklist\nAll Lists\nMy Checklists\nAll\nAll Lists\nMy Checklists\nHow creative can you get with your first free checklist?\nCreate a free account\nHow to Settle New Cities and Islands\nBy\nTenkiei\n,\nJen Rothery\n,\n+2 more\nupdated\nNov 20, 2025\nSettling new cities on distant islands is a key part of Anno 117: Pax Romana. This allows you to expand your empire, obtain new resources based on the unique\nfertilities available on each island\n, and eventually build a province spanning empire! So let's go over the basics of how to settle a new island along with a few caveats to consider while doing so.\nClick the links below to jump to:\nSettling New Cities\nIsland Settlement Costs\nImperial Standing\nLand Tax\nThe Basics of Settling New Cities\nThe first thing you need before you can settle an island is a\nship\n. Your\nFlagship\nis a good early game candidate, but any seaworthy vessel is fine.\nSecond of all you need to\nload it up with construction materials\n. To do this, move the ship near your\nTrading Post\n, select the vessel, and click the blue \"\nTransfer Menu\n\" button, then select the goods you want to transfer. The more you send, the easier it is to build the new city, but you can always start by\nsetting up a supply chain to produce Timber\n, so 20-30 is more than enough if you're starved for resources.\nAfter you've gathered your resources and loaded them onto a vessel, sail to the new island and look for a beach.\nYou cannot build a trading post on any of the areas marked with cliffs.\nOnce you reach the correct area, you should see the plan for a trading post appear.\nClick the plan to build the trading post. This costs a fee (in Denarii) paid to the Emperor. After you pay the fee, you're free to start building on your new island. If you want to\nlearn more about the basics of setting up a new city, check out our City Layouts guide!\nOnce you claim the new island these are transferred to the city's new\nTrading Post\n.\nIsland Settlement Costs\nThe cost to settle a new island depends on a variety of factors. This includes the island's size, your standing with the Emperor, how many Islands you've settled in the Province, and difficulty settings. Here's an example to break down the main factors:\nThere are 2 islands,\nSilvanium\nshown in Green and\nAurealis\nshown in Blue.\nSilvanium\nis much larger. On normal difficulty while Neutral with the emperor this costs 22,500 Denarii to settle as your second island.\nAurealis\nis much smaller. Under the same circumstances it costs a mere 5,000 Denarii.\nAll of the cost increases are multipliers on the base, therefore it's best to settle larger islands first (provided you can afford them), then move on to smaller islands later on. Now another factor is difficulty settings. In the main menu under\nGame Setup\n, here you can adjust both\nSettlement Costs\nand\nLand Taxes\n.\nHere's an example of how the settlement costs for our example islands change:\nSettlement Cost\nSilvanium\nAurealis\nLow\n22,500\n5,000\nMedium (+50%)\n33,750\n7,500\nHigh (+100%)\n45,000\n10,000\nTip: You can change the Settlement Costs at any time from the menu!\nImperial Standing and Settlement Cost\nThe Settlement cost is also determined by your reputation with the Emperor. The better your reputation, the less you have to spend to settle a new Island. The worse your reputation, the more you have to pay. If you want to increase your reputation with the Emperor you can complete Imperial Requests (when offered) or look out for options in events that are marked as \"Favored\" by the Emperor.\nConversely, starting wars, failing (or refusing) Imperial Requests, and making treaties with Raiders all reduce your reputation with the emperor. Though there are some interesting quirks to this. If you reach -100 Reputation with the Emperor your cities enter a state of Rebellion, which exempts you from Land Settlement fees and Land Tax. Just keep in mind this is not a \"cheap trick for free land the Emperor's representatives won't tell you about\" because it comes with a hefty cost. You cannot host games at your Amphitheatre, cannot trade with Traders, and face waves of Imperial ships attacking your Islands.\nLand Taxes\nEach time you settle a new Island, you need to pay the associated Land Tax. This scales with the Island's Size, so large Islands are more expensive. But overall this is a fairly small cost in comparison to the up front fee needed to settle a new island, or the economic output the island is capable of.\nLike before, here's a quick example of how Land Tax cost scales, using the same islands as before:\nLand Tax\nSilvanium\nAurealis\nLow\n100\n25\nMedium (+50%)\n150\n37\nHigh (+100%)\n200\n50\nTip: You can change the Land Taxes at any time from the menu!\nSo with that you should have everything you need to know to expand your empire and eventually built an empire spanning multiple provinces. Good luck governor.\nUp Next:\nShould You Settle Albion or Latium First?\nPrevious\nAnno 117 City Status Guide\nNext\nShould You Settle Albion or Latium First?\nTop Guide Sections\nAnno 117 Campaign Mission Checklist\nAnno 117 Production Ratio Guide\nAnno 117 Supply Chains Explained\nHall of Fame and Accolades Guide & Unlock Checklist\nWas this guide helpful?\nLeave feedback\nIn This Guide\nAnno 117: Pax Romana\nUbisoft\nNov 13, 2025\nLearn more\nGo to comments", + "tables": [ + [ + [ + "Settlement Cost", + "Silvanium", + "Aurealis" + ], + [ + "Low", + "22,500", + "5,000" + ], + [ + "Medium (+50%)", + "33,750", + "7,500" + ], + [ + "High (+100%)", + "45,000", + "10,000" + ] + ], + [ + [ + "Land Tax", + "Silvanium", + "Aurealis" + ], + [ + "Low", + "100", + "25" + ], + [ + "Medium (+50%)", + "150", + "37" + ], + [ + "High (+100%)", + "200", + "50" + ] + ] + ], + "images": [], + "all_images": [ + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Checklist Creation" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Transfer Menu (Ship) - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Settling a New Island (Trading Post) - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Island Settlement Cost Example - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Settlement Cost Menu - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Plague Exodus Quest Outcome Example - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Reble Title - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Land Tax Example - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Anno 117: Pax Romana" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/ESRBT.0593cb89.svg", + "alt": "ESRB: Teen" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/PCPlatform.661d13cd.svg", + "alt": "PC" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/PS5.54c85761.svg", + "alt": "PlayStation 5" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/XboxSeries.57f4ee4a.svg", + "alt": "Xbox Series X|S" + } + ], + "discovered_links": [ + "https://www.ign.com/wikis/anno-117-pax-romana/How_to_Settle_New_Cities_and_Islands", + "https://www.ign.com/wikis/anno-117-pax-romana/topcontributors", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Fertility_Guide", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Supply_Chains_Explained", + "https://www.ign.com/wikis/anno-117-pax-romana/Starting_City_Layouts", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_City_Status_Guide", + "https://www.ign.com/wikis/anno-117-pax-romana/Should_You_Settle_Albion_or_Latium_First%3F", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Campaign_Mission_Checklist", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Production_Ratio_Guide", + "https://www.ign.com/wikis/anno-117-pax-romana/Hall_of_Fame_and_Accolades_Guide_%26_Unlock_Checklist" + ], + "full_html_length": 213289 +} \ No newline at end of file diff --git a/scraped_data/ign_anno-117-pax-romana_How_to_Trade.json b/scraped_data/ign_anno-117-pax-romana_How_to_Trade.json new file mode 100644 index 0000000..ee78080 --- /dev/null +++ b/scraped_data/ign_anno-117-pax-romana_How_to_Trade.json @@ -0,0 +1,80 @@ +{ + "url": "https://www.ign.com/wikis/anno-117-pax-romana/How_to_Trade", + "source": "ign", + "title": "How to Trade - Anno 117: Pax Romana Guide - IGN", + "text_content": "Task Search\nChecklists\nGuides\nMarkers\nVideos\nSort and Filter\nNo Results\nChecklists\nNew Checklist\nAll Lists\nMy Checklists\nAll\nAll Lists\nMy Checklists\nHow creative can you get with your first free checklist?\nCreate a free account\nHow to Trade\nBy\nTenkiei\n,\nJen Rothery\n,\n+2 more\nupdated\nNov 21, 2025\nTrading\nis an essential tool in Anno 117: Pax Romana. Early on, you can provide for everything your citizens need with one island, but soon enough you need to begin settling multiple islands to take advantage of their unique fertilities and trade goods between your city. In addition, trade is a great source of income, you can passively sell goods to NPCs, or ferry them across the ocean with your ships.\nTrade in Anno is divided into two broad categories:\npassive\nand\nactive\ntrading.\nPassive trade\nmeans marking goods for sale, when ships visit your Trading Post they may purchase them.\nActive trading\nis more complicated and refers to everything from manually sailing to another port to buy and sell, to setting up a trade route so that it continues automatically.\nPassive Trading\nTo begin passive trading, your first step is going to your trading post, and clicking on any of the goods to bring up the trading menu. By default goods are set to \"\nNo Trade\n.\"\nThere are 4 options (from left to right):\nNo Trade\n- Goods aren't bought or sold.\nBuy\n- Automatically buy from visitors when under a certain stock.\nSell\n- Automatically sell to visitors when over a certain stock.\nMaintain\n- Keeps the stock at the set level, buying when you dip below, selling when you go above.\nThe top slider is used to buy/sell, and the bottom slider is used to set a minimum stock. Alternatively, you can use the boxes to set numbers. In general you should try to sell excess goods for Denarii.\nSimilarly, you can put all of your goods up for sale when above a certain stock. This makes it easy to turn excess production into passive income. Generally raw resources sell for less than finished items, so keep that in mind when setting up your islands.\nActive Trading\nActive trade requires you to do something, but it doesn't mean you're continually micromanaging things. Yes sometimes this does mean manually sailing to a port, buying goods, and then returning. But it can also mean setting up a trade route and watching your ships take it from there.\nSetting up Trade Routes\nUse T to enter the Trade Route menu, here you can manage your existing Trade Routes or make a new one. You can also select a ship and click \"Create a Trade Route.\"\nHere's an example of a simple trade route:\nThis route ferries goods between\nNaissus\nand\nTerra Sigilatta\n.\nIn\nNaissus\n, Amphorae and Olives are loaded onto the ship, then when the ship reaches\nTerra Sigilatta\nthe goods are unloaded and Sardines are loaded for the return journey.\nWhen the ship reaches\nNaissus\nthe Sardines are unloaded, more Amphorae and Olives are loaded and the cycle repeats.\nThis trade route isn't fully efficient, since the Sardines are unloaded at the same stop where the Olives are loaded. They could be set into the same slot allowing the ship to carry up to 8 different goods. Here's an example of a more complex route:\nThis route collects raw materials from\nRemula\nand\nCampania\n, then brings them to\nCapua Nova\n. In\nCapua Nova\nthese goods are unloaded and some Bread is distributed to the two small production hubs. You can have as many stops as you want, and as many different goods as you have slots for.\nRemember, you\ncannot have 2 different goods in the same slot at the same time\n, but they can occupy the same slot if they are loaded at one stop, then exchanged for something else before the new goods are unloaded at the original stop.\nExperiment with your Trade Routes, they can get quite complex and provide a lot of value to your empire!\nRemember to equip your ships with a captain!\nThese specialists get you bonuses like\nGoods Transfer Speed\n(less time spent trading in port),\nMovement Speed\n(go faster), lower\nCargo Weight Slowdown\n(less penalties for carrying a full cargo),\nProvince Transfer Speed\n(great for ferrying goods between Albion and Latium),\nWorkforce reductions\n(more ships less crew), or\nFavorable Wind Angle\n(more able to take advantage of wind speed boosts).\nManual Trade\nIf you need goods, but don't want to create an automated trade route, your best bet is manually sailing to the port, making your trade, and then returning home. A good example of this is if you need some goods to build new ships. You need,\nRope\n,\nSails\nand\nTimber\n. But you probably don't need a supply of these if your province is peaceful. So you can head over to a friendly port and purchase these goods, then return to your city and build the ships.\nAnother form of manual trade is\ncontracts\n. If you see a lighthouse with a quest marker outside of a port, that means the NPC offers contract jobs. Generally these involve ferrying goods to the Lighthouse, but it can also mean eliminating Raiders, or collecting Flotsam. Contracts pay far more for goods than other forms of trading, however they are limited and you need to wait for them to refresh after fulfilling a contract.\nA good example of this is the\nMarble\ncontract in the picture below. You can normally sell 42t of\nMarble\nfor 41 Denarii each, for a total of 1,722 Denarii. But the contract gives 18,712 Denarii which is roughly 445 Denarii per talentum.\nWhile manual trade isn't as common as the other forms of Trade in Anno 117, contracts are a good way to make extra Denarii early on, and being able to grab some goods in one place and move them elsewhere is a great way to prevent issues on your islands.\nUp Next:\nAnno 117: Pax Romana Guide\nPrevious\nAnno 117 Beginners Guide: City Building Tips and Tricks\nNext\nAnno 117: Pax Romana Guide\nTop Guide Sections\nAnno 117 Campaign Mission Checklist\nAnno 117 Production Ratio Guide\nAnno 117 Supply Chains Explained\nHall of Fame and Accolades Guide & Unlock Checklist\nWas this guide helpful?\nLeave feedback\nIn This Guide\nAnno 117: Pax Romana\nUbisoft\nNov 13, 2025\nLearn more\nGo to comments", + "tables": [], + "images": [], + "all_images": [ + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Checklist Creation" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Trading Post Selected - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Sell when and Min Stock - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Selling All Goods - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Trade Route Overview - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Trade Route Example - an117img9.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Complex Trade Route - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Ship with Captain - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Trading with Friendly Port - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Contracts - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Anno 117: Pax Romana" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/ESRBT.0593cb89.svg", + "alt": "ESRB: Teen" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/PCPlatform.661d13cd.svg", + "alt": "PC" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/PS5.54c85761.svg", + "alt": "PlayStation 5" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/XboxSeries.57f4ee4a.svg", + "alt": "Xbox Series X|S" + } + ], + "discovered_links": [ + "https://www.ign.com/wikis/anno-117-pax-romana/How_to_Trade", + "https://www.ign.com/wikis/anno-117-pax-romana/topcontributors", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Beginners_Guide:_City_Building_Tips_and_Tricks", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Campaign_Mission_Checklist", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Production_Ratio_Guide", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Supply_Chains_Explained", + "https://www.ign.com/wikis/anno-117-pax-romana/Hall_of_Fame_and_Accolades_Guide_%26_Unlock_Checklist" + ], + "full_html_length": 214780 +} \ No newline at end of file diff --git a/scraped_data/ign_anno-117-pax-romana_Should_You_Settle_Albion_or_Latium_First_3F.json b/scraped_data/ign_anno-117-pax-romana_Should_You_Settle_Albion_or_Latium_First_3F.json new file mode 100644 index 0000000..4ca95d5 --- /dev/null +++ b/scraped_data/ign_anno-117-pax-romana_Should_You_Settle_Albion_or_Latium_First_3F.json @@ -0,0 +1,97 @@ +{ + "url": "https://www.ign.com/wikis/anno-117-pax-romana/Should_You_Settle_Albion_or_Latium_First%3F", + "source": "ign", + "title": "Should You Settle Albion or Latium First? - Anno 117: Pax Romana Guide - IGN", + "text_content": "Task Search\nChecklists\nGuides\nMarkers\nVideos\nSort and Filter\nNo Results\nChecklists\nNew Checklist\nAll Lists\nMy Checklists\nAll\nAll Lists\nMy Checklists\nHow creative can you get with your first free checklist?\nCreate a free account\nShould You Settle Albion or Latium First?\nBy\nTenkiei\n,\nJen Rothery\n,\n+2 more\nupdated\nNov 20, 2025\nOne of the first choices you make when starting a new Sandbox game of Anno 117, is whether you want to begin your journey in Latium or Albion. Regardless of your starting Province, eventually you can found cities in both locations but this choice defines a lot of your early game experience and to an extent, difficulty.\nClick the links below to jump to:\nStarting in Latium\nPros & Cons\nStarting in Albion\nPros & Cons\nWhich to Pick?\nWhen Can You Settle the Other?\nStarting in Latium\nLatium has larger islands and a lot more wide open spaces. This makes it easier to support sprawling cities with large populations. In addition, you only have one progression path for your citizens, you begin with Liberti, then progress to Plebeians, Equites and Patricians. You can set up your early supply lines using goods found in Latium, but eventually, you need goods produced with\nfertilities found only in Albion\n.\nWhen you reach Tier 4 housing (Patrician) in Latium, you also have the option to create an Amphitheatre, the crowning jewel of any city. This is a major project that requires resources from every corner of Latium, but stands as a grand moment to your success as governor.\nLatium Pros and Cons\nHere are some of the pros & cons of choosing Latium as your first Province.\nPros\nCons\nLarger Islands\nHarder to manage Health, Happiness & Fire Safety in large cities\nLinear Progression\nEasier to meet citizen needs\nEasier access to Knowledge\nSome Technologies require settlement in Albion\nStarting in Albion\nAlbion has smaller islands, with many narrow corridors of buildable land snaking between high mountains and low lying swamps. This means it's more difficult to construct large cities, and you need to spend more time maximizing the space you have available. One upside here is that it's cheaper to settle new Islands and easier to\nmanage Health, Happiness & Fire Safety to prevent incidents.\nProgressing in Albion comes with a choice, you can promote your Waders to Smiths, representative of the native Celtic populace. This increases your reputation with the raider Voada, and may decrease your reputation with the Emperor. Smiths (and the Aldermen they become), require goods native to Albion making it fairly easy to build out your supply chain, provided you settle islands with the correct fertilities. On the other hand you could follow the path of Romanization, inviting Mercators and Lords to your city. These Romanized citizens require many goods which can only be produced in Latium, making early game resources a struggle. Both the Celtic and Roman paths in Albion unlock unique technologies.\nLearn more about choosing the Celtic path or the Roman path in Albion.\nAlbion Pros and Cons\nHere are some of the pros & cons of choosing Albion as your first Province.\nPros\nCons\nEasier to manage Health, Happiness & Fire Safety\nSmaller Islands\nTwo Progression Paths\nMore complex citizen needs\nAccess to exclusive technologies\nMore difficult to access Knowledge\nWhich Should You Choose?\nUltimately the choice comes down to what you're looking for. Latium offers a fairly peaceful time (minus occasional attacks from the raider Syracus) where you're able to more easily build a large city, research new technologies, and progress your citizens. Some of the challenges include keeping up with Health, Happiness and Fire Safety as your cities expand, and dealing with the micromanagement of your trade routes.\nAlternatively, Albion offers a more challenging experience, where you need to spend more time maximizing the space available on your islands, and potentially dealing with diplomatic consequences depending on your choices in regards to the Celtic and Roman path. But you get to make more choices in the early game and decide the fate of your empire.\nSo if you're a beginner, or looking for a peaceful time where you can build massive cities, begin in Latium. Alternatively, if you want to be challenged, or enjoy min-maxing, begin in Albion.\nNeed help getting started? Check out our\nstarting city layouts guide to learn more about setting up your first city!\nWhen Can I Settle the Other Province?\nOnce you reach Tier 3 citizens (Equites in Latium, Aldermen or Nobles in Albion), you unlock the ability to settle the other province. Anything you unlocked so far in regards to technological discoveries, or building unlocks do carry over, but you need to progress through the Province-specific buildings.\nTip:\nUse 1/2 on the Number Pad to quickly swap between Latium and Albion once you unlock access to both Provinces.\nUp Next:\nCeltic vs Romanized Population in Albion\nPrevious\nHow to Settle New Cities and Islands\nNext\nCeltic vs Romanized Population in Albion\nTop Guide Sections\nAnno 117 Campaign Mission Checklist\nAnno 117 Production Ratio Guide\nAnno 117 Supply Chains Explained\nHall of Fame and Accolades Guide & Unlock Checklist\nWas this guide helpful?\nLeave feedback\nIn This Guide\nAnno 117: Pax Romana\nUbisoft\nNov 13, 2025\nLearn more\nGo to comments", + "tables": [ + [ + [ + "Pros", + "Cons" + ], + [ + "Larger Islands", + "Harder to manage Health, Happiness & Fire Safety in large cities" + ], + [ + "Linear Progression", + "Easier to meet citizen needs" + ], + [ + "Easier access to Knowledge", + "Some Technologies require settlement in Albion" + ] + ], + [ + [ + "Pros", + "Cons" + ], + [ + "Easier to manage Health, Happiness & Fire Safety", + "Smaller Islands" + ], + [ + "Two Progression Paths", + "More complex citizen needs" + ], + [ + "Access to exclusive technologies", + "More difficult to access Knowledge" + ] + ] + ], + "images": [], + "all_images": [ + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Checklist Creation" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Latium City Cinematic Splash - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Albion City Cinematic1 - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Albion Technology Replanting - an117img.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Anno 117: Pax Romana" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/ESRBT.0593cb89.svg", + "alt": "ESRB: Teen" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/PCPlatform.661d13cd.svg", + "alt": "PC" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/PS5.54c85761.svg", + "alt": "PlayStation 5" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/XboxSeries.57f4ee4a.svg", + "alt": "Xbox Series X|S" + } + ], + "discovered_links": [ + "https://www.ign.com/wikis/anno-117-pax-romana/Should_You_Settle_Albion_or_Latium_First%3F", + "https://www.ign.com/wikis/anno-117-pax-romana/topcontributors", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Fertility_Guide", + "https://www.ign.com/wikis/anno-117-pax-romana/How_to_Manage_City_Health,_Happiness_and_Fire_Safety", + "https://www.ign.com/wikis/anno-117-pax-romana/Celtic_vs_Romanized_Population_in_Albion", + "https://www.ign.com/wikis/anno-117-pax-romana/Starting_City_Layouts", + "https://www.ign.com/wikis/anno-117-pax-romana/How_to_Settle_New_Cities_and_Islands", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Campaign_Mission_Checklist", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Production_Ratio_Guide", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Supply_Chains_Explained", + "https://www.ign.com/wikis/anno-117-pax-romana/Hall_of_Fame_and_Accolades_Guide_%26_Unlock_Checklist" + ], + "full_html_length": 204638 +} \ No newline at end of file diff --git a/scraped_data/ign_anno-117-pax-romana_Starting_City_Layouts.json b/scraped_data/ign_anno-117-pax-romana_Starting_City_Layouts.json new file mode 100644 index 0000000..eba68be --- /dev/null +++ b/scraped_data/ign_anno-117-pax-romana_Starting_City_Layouts.json @@ -0,0 +1,89 @@ +{ + "url": "https://www.ign.com/wikis/anno-117-pax-romana/Starting_City_Layouts", + "source": "ign", + "title": "Starting City Layouts - Anno 117: Pax Romana Guide - IGN", + "text_content": "Task Search\nChecklists\nGuides\nMarkers\nVideos\nSort and Filter\nNo Results\nChecklists\nNew Checklist\nAll Lists\nMy Checklists\nAll\nAll Lists\nMy Checklists\nHow creative can you get with your first free checklist?\nCreate a free account\nStarting City Layouts\nBy\nTenkiei\n,\nJen Rothery\n,\n+2 more\nupdated\nNov 18, 2025\nAfter you colonize an island in Anno 117: Pax Romana, the first thing you need to do is begin\nplanning your city\n. You start small, with a few houses for your Liberti or Waders, then slowly expand into a massive Monstropolis by generating revenue and meeting the needs of your citizens.\nIn the early game your immediate concerns are placing some houses, generating Timber for future construction, providing Food, Services and Clothes to residents so they stay on your island, and last but not least, generating Denarii so that you can afford to continue building your empire.\nClick the links below to jump to:\nCity Building Tools\nLatium Layout\nProgressing to Plebeians\nAlbion Layout\nProgressing to Smiths or Mercators\nCity Building Tools\nBefore getting into city layouts, there are a few city building tools you need to be familiar with. The first of these are\nPlanning Mode\nand\nDiagonal Construction\n. These are turned on and off via checkboxes on the building tooltip once you select a building.\nDiagonal Construction\n- This allows you to place buildings diagonally, making it easier to fix things into small corners. It also opens up a lot of \"thinking with portals\" type gameplay, where you can place buildings diagonally to create space or simply create a beautiful city.\nPlanning Mode\n- Places blueprints instead of buildings. This means you can experiment with different layouts, or check to see if all of your residences gain the proper adjacency bonuses from production and service buildings, without wasting resources or Denarii.\nDiagonal Construction (left) and Planning Mode (right) are crucial tools for building your city efficiently.\nIn addition, your toolbar on the bottom-right of the UI these tools help you interact with buildings after you place them.\nHere are the tools from left to right, along with their PC keybinds and a bit of information on how to use them:\nDemolish\n(X) - Drag to highlight and demolish buildings. You may be refunded some resources depending on your difficulty settings. By default, this uses a smart select, so if you begin highlighting roads, the tool demolishes Road tiles and you need to re-highlight to demolish a different building (such as houses).\nRelocate\n(G) - This works similarly to the\nDemolish\ntool, but instead allows you to highlight multiple building types by default. Anything you select is attached to your cursor, and you can left click to move all of the selected objects to the new location. You're charged a fee in Denarii based on the building(s) highlighted and the distance they're moved.\nIf you're trying to rearrange a portion of your city, this should be your go to option over the\nDemolish\ntool.\nUpgrade\n(U) - Use this to upgrade Residences (and other buildings) to the next level, finalize blueprints placed with\nPlanning Mode\n, or rebuild ruins instantly.\nCopy\n(C) - Works like the\nRelocate\ntool, but instead of removing the buildings from their current location and placing them somewhere new, you create a copy of the highlighted buildings at a new location. After you find a layout you like you can use the\nCopy\ntool to place it all over your island!\nCosmetic Tool\n- Highlight buildings to change their style and appearance.\nStarting Layout in Latium\nWhen you start a city in Latium, your immediate goal is to set up a supply chain for\nTimber\n, have enough Liberti to serve as a workforce, and provide food for your citizens. Start by creating\n10 Libertus Residences\n(H is the build hotkey for this), they need to be near your\nTrading Post\n. Ideally you build them close to some trees, this way you can place\n2 Woodcutters\nin the trees, with\n2 Sawmills\nto refine the logs into\nTimber\n. If your Woodcutters and Sawmills are too far from your Trading Post, add a Warehouse to connect them to your trade network. Then add either\nFishing Hut\non the shore to provide food, or an\nOat Farm\nand\nPorridge Stand\n.\nFrom here, you want to start expanding your housing. There are a few ways to go about this, but the simplest is to think of your housing in \"blocks\" such as 2x4, 2x5, or 2x6. This way you can expand your city by connecting multiple blocks and use service buildings to \"connect\" blocks to ensure the maximum number of houses are in range. While you're doing this you want to make sure your Liberti benefit from a full suite of services and goods. This means building a\nTavern\n(which has a limited range, so build it close), a\nMarket\n(key for generating Denarii early), a\nHemp Farm\nand\nSpinner\nto provide\nTunics\n, then a\nSheep Farm\nand Pileus\nFelter\nto provide\nPilei\n.\nWith this in mind, your settlement should look something like this. Remember to use the\nCopy\nand\nRelocate\ntool as needed to reposition things and create new blocks as your city grows. But how big should your city blocks be? Bigger blocks, such as 2x6, let you fit more houses into a space, but it's more difficult to provide service coverage to everything. Smaller blocks, such as 2x4, are less space efficient, but the side streets make it easy to provide services. While this example takes place in Latium, a lot of the same principles (setting up Timber first, building housing, and providing for your citizens) apply in Albion as well. If you want to know more about founding a city in Albion, read on as that's covered later on in the guide!\nProgressing to Plebeians\nOnce you've met the needs of your Liberti, it's time to attract Plebeians to your city. Your first step is to upgrade a few of your houses to unlock the Production Chain for\nTiles\n, a building material needed for many tier 2 buildings. Place a\nClay Pit\nin one of your river slots, then build a\nCharcoal Burner\n. This requires trees, and unlike prior buildings it applies negative effects to all buildings in the radius! You want to place it away from your houses (and most other buildings) as it applies -3 Fire Safety and -3 Health to each building in its radius. Then place down 2\nTiles\n, and if needed build a\nWarehouse\nto connect everything to your supply chain.\nAfter setting up your supply chain to create\nTiles\n, you should use additional resources to build more housing, add a few more blocks to your city, remember to leave space in the middle for services. At the same time you want to start providing food and services to your Plebeians. You can provide food by constructing\n2 Wheat Farms\n,\n1 Charcoal Burner\n,\n1 Grain Mill\n(in a River Slot) and\n2 Bakeries\n. Remember to place the\nCharcoal Burner\nand\nBakeries\naway from your houses to avoid inflicting penalties on your citizens!\nNote: As you expand, you may need to provide more basic resources like Sardines, Porridge, Tunics, or Pileus. You can check statistics by clicking on your governor's picture or hitting Ctrl+Q to see if your city has any deficiencies.\nThis should be about when your city class rises, adding a risk of fire. Use some of your newly crafted\nTiles\nto create a\nVigiles\n, raising the fire safety of nearby buildings and providing teams who can fight fires when they break out. You can also build a\nGrammaticus\nto provide Knowledge, and a\nSanctuary\nto build belief. With all of this done, your city should look something like this.\nCongratulations, you've established your first city in the lush lands of Latium. From here you should continue to expand by adding more houses, send ships to gather resources and settle other islands so you can provide more resources and move into tier 3, or build a military to conquer your foes.\nStarting Layout in Albion\nThis section assumes you're already familiar with the basics from the\nLatium\nsection of this guide. If you picked Albion as your first city location we recommend you read the earlier sections before continuing.\nIn general, space is more limited on the rocky shores of Albion. Grassland and forest snakes between mountains, and marshland chokes many of the low lying areas. These marshes prevent you from building cites that are as expansive, but they also provide a wealth of unique resources!\nBegin with some 2x4 or 2x5 housing blocks, just like you would in Latium. Try to place these nearby to some trees, and also the marshland as you need to place buildings in the Marsh to meet many of your citizen's needs. After that place down\n2 Woodcutters\nand\n2 Sawmills\n, make sure they're connected to your supply chain. Place a\nCockle Picker\nby the shore, or an\nEel Grabber\nin the marsh to provide food to your citizens. Optionally, add a 3rd\nWoodcutter\nand\nSawmill\nas you may need extra timber to extend your roads into the marsh.\nFrom here, you should work towards meeting all of your Wader's needs. This involves placing a\nMarket\nand\nBardic Hearth\nnear your housing, then a\nReed Gatherer\nand\nShoe Weaver\nor\nHemp Farm\nand\nSpinner\nto provide them with clothing. If you're on one of the smaller islands and struggling to fit all of your houses into neat blocks, consider using\nDiagonal Construction\nto add a couple more buildings around the edges of your city!\nProgressing to Smiths or Mercators\nUpgrading houses in Albion work a bit differently: you need to choose between Smiths and Mercators. Smiths represent the native Celts, and they request many of the goods found natively in Albion. Alternatively you could choose the Romanized Mercators. This path is a bit more difficult as they are more likely to request goods which can only be produced in Latium. Regardless of your choice, you need to start with construction materials. There are two types of materials you may need depending on the building, Tiles or Wattle and Daub. Luckily the supply chains for both begin with\n3 Mud Driers\nbuilt in the marsh. After that add a\nCharcoal Burner\nand\n2 Tilers\nto make Tiles, or a 2\nReed Gatherers\nand 2\nLabourer's Yards\nto make Wattle and Daub.\nIf you went with the Smith route, you can also build an\nOchs Farm\nand 2\nDairies\nto provide your Smiths with delicious cheese! From here you should expand your population by building more houses. Because space is more limited in Albion, sometimes you need to give up efficiency. The ideal thing to do here would be to place 2 blocks together with large service buildings in the middle. But that's not possible due to the nearby mountains, so instead the 2 city blocks are offset from each other. It's a bit less efficient, but that's the price you pay for settling in the wilds of Albion.\nRemember to build City Watch buildings as your population grows. A\nMedici\nis useful for preventing disease, and if you already settled in Latium you should have access to the\nVigiles\n(fire) and\nCustodes\n(unrest). If you went with the Mercator path, build a\nFanum\nand\nGrammaticus\nto provide services. On the other hand, if you selected Smiths (like in the above), building a\nFanum\nearly is great but you can wait a bit on the\nRecreation Ground\nas this provides Health, Happiness, and Prestige which your city might not need this early.\nWith that your city is off to a good start! Your next step is to start harvesting iron and build up your military so you can fight off Voada's raiders, continue providing new goods, and expanding your empire to new islands. Remember to set up some trade roots to take advantage of the\nunique fertilities available on each island!\nUp Next:\nHow to Manage City Health, Happiness and Fire Safety\nPrevious\nAnno 117 Fertility Guide\nNext\nHow to Manage City Health, Happiness and Fire Safety\nTop Guide Sections\nAnno 117 Campaign Mission Checklist\nAnno 117 Production Ratio Guide\nAnno 117 Supply Chains Explained\nHall of Fame and Accolades Guide & Unlock Checklist\nWas this guide helpful?\nLeave feedback\nIn This Guide\nAnno 117: Pax Romana\nUbisoft\nNov 13, 2025\nLearn more\nGo to comments", + "tables": [], + "images": [], + "all_images": [ + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Checklist Creation" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Albion City Splash - an117img1.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Planning Mode and Diagonal an117img2.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Diagonal and Blueprint Example - an117img3.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Toolbar with Highlight - an117img4.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Starting City Latium, the basics - an117img5.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Starting City Latium, Expanding Liberti - an117img6.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Clay Pit, Charcoal Burner 2 Tiler Setup - an117img7.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Starting City Latium, Plebeians - an117img8.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Starting City Albion, the basics - an117img9.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Starting City Albion, Marshes - an117img10.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Starting City Albion, Smiths - an117img11.jpg" + }, + { + "src": "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7", + "alt": "Anno 117: Pax Romana" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/ESRBT.0593cb89.svg", + "alt": "ESRB: Teen" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/PCPlatform.661d13cd.svg", + "alt": "PC" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/PS5.54c85761.svg", + "alt": "PlayStation 5" + }, + { + "src": "https://kraken.ignimgs.com/_next/static/media/XboxSeries.57f4ee4a.svg", + "alt": "Xbox Series X|S" + } + ], + "discovered_links": [ + "https://www.ign.com/wikis/anno-117-pax-romana/Starting_City_Layouts", + "https://www.ign.com/wikis/anno-117-pax-romana/topcontributors", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Fertility_Guide", + "https://www.ign.com/wikis/anno-117-pax-romana/How_to_Manage_City_Health,_Happiness_and_Fire_Safety", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Campaign_Mission_Checklist", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Production_Ratio_Guide", + "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Supply_Chains_Explained", + "https://www.ign.com/wikis/anno-117-pax-romana/Hall_of_Fame_and_Accolades_Guide_%26_Unlock_Checklist" + ], + "full_html_length": 239985 +} \ No newline at end of file diff --git a/scraped_data/ign_anno-117-pax-romana_topcontributors.json b/scraped_data/ign_anno-117-pax-romana_topcontributors.json new file mode 100644 index 0000000..0a2d80f --- /dev/null +++ b/scraped_data/ign_anno-117-pax-romana_topcontributors.json @@ -0,0 +1,22 @@ +{ + "url": "https://www.ign.com/wikis/anno-117-pax-romana/topcontributors", + "source": "ign", + "title": "Anno 117: Pax Romana Guide - IGN", + "text_content": "Top Contributors\nTenkiei\n286\nEdits\nNov 13, 2025\nJoined\nsylf\n30\nEdits\nNov 12, 2025\nJoined", + "tables": [], + "images": [], + "all_images": [ + { + "src": "https://oystatic.ignimgs.com/src/core/img/social/avatars/ign.jpg?crop=1%3A1&width=21&format=jpg&auto=webp&quality=80", + "alt": "Editor Avatar Avatar" + }, + { + "src": "https://assets-prd.ignimgs.com/avatars/62667a837836eb000194accf/image0-1657726786607.jpeg?crop=1%3A1&width=21&format=jpg&auto=webp&quality=80", + "alt": "Editor Avatar Avatar" + } + ], + "discovered_links": [ + "https://www.ign.com/wikis/anno-117-pax-romana/topcontributors" + ], + "full_html_length": 102061 +} \ No newline at end of file diff --git a/scraping_ign.md b/scraping_ign.md new file mode 100644 index 0000000..44ea436 --- /dev/null +++ b/scraping_ign.md @@ -0,0 +1,22 @@ +# IGN Anno 117 Scraping URLs + +## Pages to Scrape + +- [x] https://www.ign.com/wikis/anno-117-pax-romana +- [x] https://www.ign.com/wikis/anno-117-pax-romana/topcontributors +- [x] https://www.ign.com/wikis/anno-117-pax-romana/How_to_Trade +- [x] https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Campaign_Mission_Checklist +- [x] https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Production_Ratio_Guide +- [x] https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Supply_Chains_Explained +- [x] https://www.ign.com/wikis/anno-117-pax-romana/Hall_of_Fame_and_Accolades_Guide_%26_Unlock_Checklist +- [x] https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Beginners_Guide:_City_Building_Tips_and_Tricks +- [x] https://www.ign.com/wikis/anno-117-pax-romana/Starting_City_Layouts +- [x] https://www.ign.com/wikis/anno-117-pax-romana/How_to_Provide_Goods_%26_Services_to_Meet_the_Needs_of_Your_Citizens +- [x] https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_Fertility_Guide +- [x] https://www.ign.com/wikis/anno-117-pax-romana/Celtic_vs_Romanized_Population_in_Albion +- [x] https://www.ign.com/wikis/anno-117-pax-romana/How_to_Manage_City_Health,_Happiness_and_Fire_Safety +- [x] https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_City_Status_Guide +- [x] https://www.ign.com/wikis/anno-117-pax-romana/How_to_Settle_New_Cities_and_Islands +- [x] https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_How_to_Trade +- [x] https://www.ign.com/wikis/anno-117-pax-romana/Gemini_in_the_Rough,_Should_you_Pick_Brutus_or_Gaius%3F +- [x] https://www.ign.com/wikis/anno-117-pax-romana/Should_You_Settle_Albion_or_Latium_First%3F