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# 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 |

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# 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)

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# 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)

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# 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

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# 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

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# 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)

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# 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

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@@ -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.

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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

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# 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.

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# 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)

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# 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)

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# 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

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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

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# 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

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# 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)

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# 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

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# 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)

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# 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

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# 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

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# 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