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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