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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