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# Citizen Needs
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**Entity Type:** SystemEntity
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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.
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## Core Concepts
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### Needs Points
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Each type of good or service provides needs points. Higher tier citizens require more points per category. You can meet requirements by:
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- Providing multiple lower-tier goods/services
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- Providing a single higher-tier good/service
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- Mixing tiers to reach the required point threshold
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Exceeding requirements grants additional city attributes.
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### Attributes
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Goods and services provide attributes that improve your city:
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- **Population** - Increases housing capacity
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- **Income** - Generates gold
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- **Happiness** - Improves citizen satisfaction
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- **Health** - Reduces disease risk
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- **Fire Safety** - Reduces fire risk
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- **Knowledge** - Accelerates research
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- **Belief** - Contributes to deity exaltation
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- **Prestige** - Unlocks monuments and city status
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### Service Buildings
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Service buildings provide benefits to surrounding houses within their radius. Larger buildings typically have larger service ranges. Position service buildings centrally to maximize coverage.
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### Radius Effects
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Many buildings have area effects that boost or reduce attributes for nearby buildings:
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- Green arrow up = positive effect
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- Red arrow down = negative effect
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- Half green/half red diamond = mixed effects
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---
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## Latium Region
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### Liberti (Tier I)
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Liberti have simple needs requiring only basic buildings. No fertilities are required for this tier.
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**Requirements:** 1 point each in Food, Services, and Fashion
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| Good/Service | Building(s) | Category | Attributes | Notes |
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|-------------|-------------|----------|------------|-------|
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| Sardines | Fishing Hut | Food | +1 Population, +1 Income | With the right discovery, provides +3 Income to nearby houses |
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| Porridge | Oat Farm, Porridge Stand | Food | +2 Population | Small buildings, easy to fit in spare spaces |
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| Market | - | Service | +1 Population, +1 Income | Market Forces discovery increases range by +25% |
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| Tavern | - | Service | +1 Population, +1 Happiness | Small service area; place centrally |
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| Tunics | Hemp Farm, Spinner | Fashion | +2 Income | Spinner provides +1 Income in radius; with research +1 Knowledge |
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| Pileus | Sheep Farm, Pileus Felter | Fashion | +1 Income, +1 Happiness | Pileus Felter provides +1 Income in radius |
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### Plebeians (Tier II)
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Plebeians require Tiles as a construction material (requires Clay from River Slots). Some goods require fertilities from other islands:
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- One island with **Lavender** and **Mackerel** (or skip Mackerel with Discovery)
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- Another with **Resin** and **Olives**
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**Requirements:** 3 points each in Food, Services, Fashion; 2 in Household
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| Good/Service | Building(s) | Category | Attributes | Notes |
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|-------------|-------------|----------|------------|-------|
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| Bread | Wheat Farm, Grain Mill, Bakery, Charcoal Burner | Food | +2 Population, +1 Income | Place Charcoal Burner away; Bakery increases income but reduces Fire Safety |
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| Garum | Scomber's Shack, Salt Ponds, Garum Works | Food | +2 Income, +1 Happiness | Garum Works: +1 Income, -2 Happiness in radius |
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| Sanctuary | - | Service | +1 Happiness, +2 Belief | Generous radius; can place towards edge of housing |
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| Grammaticus | - | Service | +3 Knowledge | Small radius; position carefully to maximize Knowledge |
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| 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 |
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| 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 |
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| Amphorae | Clay Pit, Resin Tapper, Charcoal Burner, Potter | Household | +2 Population, +1 Fire Safety | Resin Tapper needs forest; Clay Pit needs River slot |
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| Olive Oil | Olive Grower, Olive Press | Household | +1 Population, +1 Income, +1 Health | Olive Press provides +1 Health in radius |
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### Equites (Tier III)
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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.
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**Requirements:** 7 points each in Food, Services, Fashion; 6 in Household; 4 in Marvels
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**New Materials:** Concrete, Marble (for some Marvels)
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| Good/Service | Building(s) | Category | Attributes | Notes |
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|-------------|-------------|----------|------------|-------|
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| 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 |
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| Cheese | Ochs Farm, Dairy | Food | +2 Population, +3 Income, +2 Prestige | **Must be imported from Albion** |
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| Aqueduct | Source, Aqueduct, Cistern | Service | +3 Health, +3 Fire Safety | Essential for managing Health and Fire Safety |
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| Theatre | - | Service | +3 Happiness, +1 Knowledge, +1 Prestige | Large building with generous radius |
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| Gambling House | - | Service | +2 Population, +3 Income, -2 Happiness | Requires discovery to unlock |
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| Togas | Flax Farm, Snailery, Weaver, Dye Works, Loom Weavery | Fashion | +2 Population, +3 Prestige | Keep Dye Works away; Loom Weavery: +2 Income bonus |
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| Brooches | Silver Mine, Silver Forge, Fibularium, Charcoal Burner | Fashion | +4 Income, +3 Belief | **Must be imported from Albion** |
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| Writing Tablets | Sandarac Nursery, Apiary, Tabulus | Household | +2 Income, +3 Knowledge | Tabulus: +1 Knowledge in radius |
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| 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 |
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| Forum | - | Marvel | +2 Population, +2 Income, +3 Prestige | Requires Aqueduct Cistern connection |
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| Baths | - | Marvel | +2 Population, +2 Health, +3 Fire Safety | Requires Aqueduct Cistern connection |
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### Patricians (Tier IV)
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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.
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**Requirements:** 15 points each in Food, Service, Fashion; 14 in Household; 12 in Marvel; 8 in Culture
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**Rare Resources:** Gold (high Mercury-Lugus devotion helps)
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| Good/Service | Building(s) | Category | Attributes | Notes |
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|-------------|-------------|----------|------------|-------|
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| Amphitheatre | - | Marvel | +3 Population, +3 Happiness, +7 Prestige | Island-wide bonus; requires hundreds of materials and workers |
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| 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 |
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| 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** |
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| Temple | - | Service | +2 Population, +6 Belief | Unlocks Exalted Veneration |
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| Library | - | Service | -2 Fire Safety, +7 Knowledge, +3 Prestige | Great for research; watch Fire Safety penalty |
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| Necklaces | Mineral Quarry, Gold Sifter/Mine, Goldsmith, Charcoal Burner, Jeweler | Fashion | +6 Income, +2 Prestige | Requires high Mercury-Lugus devotion for gold |
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| Cloaks | Weld Crop, Copper, Greenhands, Sheep Farm, Birrus Stitcher | Fashion | +2 Population, +4 Income, +2 Happiness, +2 Health | **Must be imported from Albion** |
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| 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 |
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| Handmirrors | Silver Mine, Silver Forge, Charcoal Burner, Shell Gatherer, Narcissium | Household | +4 Income, +2 Health, +2 Knowledge, +2 Prestige | **Must be imported from Albion** |
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| 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 |
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| Chariots | Woodcutter, Reed Gatherer, Chassis Builder, Horsecatcher, Chariot Workshop | Culture | +5 Income, +2 Happiness, -1 Health, +4 Prestige | **Must be imported from Albion** |
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---
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## Albion Region
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Albion has limited space, requiring smaller populations. You must choose between the **Celtic Path** or **Roman Path** when advancing from Waders.
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### Waders (Tier I)
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Base tier for all Albion populations. No specific fertilities required.
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**Requirements:** 1 point each in Food, Services, and Fashion
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| Good/Service | Building(s) | Category | Attributes | Notes |
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|-------------|-------------|----------|------------|-------|
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| Cockles | Cockle Picker | Food | +1 Population, +1 Happiness | With discovery: +3 Income to nearby houses |
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| Eels | Eel Grabber | Food | +1 Population, +1 Income | Must be built on Marshland |
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| Market | - | Service | +1 Population, +1 Income | Market Forces: +25% range |
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| Bardic Hearth | - | Service | +1 Population, +1 Happiness | Small radius; place near city center |
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| Reed Shoes | Reed Gatherer, Shoe Weaver | Fashion | +1 Income, +1 Health | Reed Gatherer on Marshland; Shoe Weaver: +1 Happiness |
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| Tunics | Hemp Farm, Spinner | Fashion | +2 Income | Spinner: +1 Income (with tech: +1 Knowledge) in radius |
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---
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## Celtic Path (Albion)
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The Celtic path provides greater faith bonuses and unique Celtic marvels. Requires local Albion resources with some fertilities from different islands.
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### Smiths (Tier II)
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**Requirements:** 3 points each in Food, Service, Fashion; 2 in Household
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**Construction Materials:** Wattle & Daub (Clay + Reeds), Tiles
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**Key Fertilities:** Dye Plants, Barley, Tin
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| Good/Service | Building(s) | Category | Attributes | Notes |
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|-------------|-------------|----------|------------|-------|
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| Cheese | Ochs Farm, Dairy | Food | +2 Population, +1 Income | Dairy: +2 Happiness; overproduce to export to Latium |
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| Beer | Barley Farm, Malthouse, Charcoal Burner, Brewery | Food | +1 Population, +1 Income, +2 Happiness, -1 Knowledge | Place Charcoal Burner away; Brewery: -2 Fire Safety |
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| Recreation Ground | - | Service | +1 Happiness, +1 Health, +1 Prestige | Funeral Games of Tailteann: +20% radius |
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| Fanum | - | Service | +2 Belief, +1 Knowledge | Generous radius |
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| Trousers | Sheep Farm, Weld Crop, Hosier | Fashion | +1 Population, +2 Income | Hosier: +1 Income, +1 Health in radius |
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| Torcs | Copper Mine, Charcoal Burner, Wire-Twister | Fashion | +2 Income, +1 Prestige | All buildings have negative radius effects; Copper Mine needs mountain |
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| Drinking Horns | Ochs Farm, Tin Mine, Horner | Household | +1 Population, +2 Happiness | Horner: +1 Income, +1 Happiness; Ochs on marshland; Tin on mountain |
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| 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 |
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### Elders (Tier III)
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Elders unlock **Cloaks** and **Chariots** (valued in Latium), plus Celtic marvels: **Sacred Grove** and **Barrow**.
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**Requirements:** 7 points each in Food, Service, Fashion; 6 in Household; 4 in Marvels
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**Construction Materials:** Granite blocks, Concrete
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| Good/Service | Building(s) | Category | Attributes | Notes |
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|-------------|-------------|----------|------------|-------|
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| Roast Beef | Ochs Farm, Saltwort Picker, Charcoal Burner, Earthen Oven | Food | +3 Population, +2 Income | Earthen Oven: -2 Fire Safety, +1 Population, +1 Income |
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| Wine | Vineyard, Apiary, Vintner | Food | +3 Income, +3 Happiness, +2 Belief, -1 Knowledge | Requires Grapes from Latium; often better to import finished product |
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| Alder Council | - | Service | +2 Population, +1 Belief, +2 Knowledge | Large radius |
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| Theatre | - | Service | +3 Happiness, +1 Knowledge, +1 Prestige | Large radius; shared with Roman path |
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| Gambling House | - | Service | +2 Population, +3 Income, -2 Happiness | Requires discovery |
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| 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 |
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| 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 |
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| Chariots | Woodcutter, Reed Gatherer, Chassis Builder, Horsecatcher, Chariot Workshop | Household | +3 Income, +1 Happiness, +2 Prestige | Requires significant Elders population for staffing |
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| Fine Glass | Mineral Quarry, Mineral Crusher, Sand Refinery, Glass Smelter, Charcoal Burner, Glassblower | Household | +5 Income, +3 Prestige | **Must be imported from Latium** |
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| Barrow | - | Marvel | +2 Health, +3 Belief, +2 Prestige | Large radius, small footprint; easy to fit between blocks |
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| Sacred Grove | - | Marvel | +4 Belief, +3 Knowledge | Larger footprint; harder to place than Barrow |
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---
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## Roman Path (Albion)
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The Roman path provides greater knowledge bonuses and access to Roman marvels and aqueducts. Requires many goods imported from Latium. May have diplomatic consequences.
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### Mercators (Tier II)
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**Requirements:** 3 points each in Food, Service, Fashion; 2 in Household
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| Good/Service | Building(s) | Category | Attributes | Notes |
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|-------------|-------------|----------|------------|-------|
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| Bread | Wheat Farm, Donkey Mill, Charcoal Burner, Kitchen | Food | +2 Population, +1 Income | Place Charcoal Burner away; Kitchen placement depends on Fire Safety |
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| 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 |
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| Grammaticus | - | Service | +3 Knowledge | Important if settling Albion first |
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| Fanum | - | Service | +2 Belief, +1 Knowledge | Generous radius |
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| Brooches | Silver Mine, Silver Forge, Fibularium, Charcoal Burner | Fashion | +2 Income, +1 Belief | Overproduce to export to Latium |
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| Soap | Pig Farm, Renderer, Charcoal Burner, Lavender Farm, Soap Maker | Fashion | +1 Population, +2 Health, +2 Prestige | **Must be imported from Latium** |
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| Amphorae | Mud Drier, Resin Tapper, Charcoal Burner, Amphorae | Household | +2 Population, +1 Fire Safety | Import from Latium or produce locally with Resin fertility |
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| Olive Oil | Olive Grower, Olive Press | Household | +1 Population, +3 Income, +1 Health | **Must be imported from Latium** |
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### Nobles (Tier III)
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Nobles unlock Roman aqueducts for Health and Fire Safety. Notable production chains include **Bird Tongue in Aspic** and **Handmirrors** (demanded by Patricians in Latium).
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**Requirements:** 7 points each in Food, Service, Fashion; 6 in Household; 4 in Marvels
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| Good/Service | Building(s) | Category | Attributes | Notes |
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|-------------|-------------|----------|------------|-------|
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| 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 |
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| Wine | Vineyard, Apiary, Vintner | Food | +3 Income, +3 Happiness, +2 Belief, -1 Knowledge | Requires Grapes from Latium; often better to import |
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| Aqueduct | Source, Aqueduct, Cistern | Service | +3 Health, +3 Fire Safety | Solves Health and Fire Safety issues |
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| Theatre | - | Service | +3 Happiness, +1 Knowledge, +1 Prestige | Large radius; shared with Celtic path |
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| Gambling House | - | Service | +2 Population, +3 Income, -2 Happiness | Requires discovery |
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| 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 |
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| Togas | Flax Farm, Snailery, Weaver, Dye Works, Loom Weavery | Fashion | +2 Population, +5 Prestige | **Must be imported from Latium** |
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| Handmirrors | Silver Mine, Silver Forge, Charcoal Burner, Shell Gatherer, Narcissium | Household | +2 Income, +2 Health, +2 Knowledge | Requires significant population; Shell Gatherer needed |
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| Fine Glass | Mineral Quarry, Mineral Crusher, Sand Refinery, Glass Smelter, Charcoal Burner, Glassblower | Household | +5 Income, +3 Prestige | **Must be imported from Latium** |
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| Temple | - | Marvel | +2 Population, +6 Belief | Huge radius; significant Belief for Exaltation |
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| Baths | - | Marvel | +2 Population, +2 Health, +3 Fire Safety | Requires Aqueduct Cistern |
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---
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## Strategic Tips
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### Supply Chain Basics
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- Most production chains: raw material building + processing building
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- Connect chains to supply network via Trading Post or Warehouses
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- Check production ratios for efficiency
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### Placement Guidelines
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- **Service buildings:** Place centrally for maximum coverage
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- **Positive radius buildings:** Place near housing (e.g., Spinners, Olive Press)
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- **Negative radius buildings:** Place away from housing (e.g., Charcoal Burner, Pig Farm, Tannery)
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### Multi-Island Strategy
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- Higher tier citizens require goods from multiple regions
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- Set up trade routes between Latium and Albion
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- Target islands with complementary fertilities:
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- Latium: Lavender + Mackerel, Resin + Olives, Grapes
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- Albion: Dye Plants, Barley, Tin
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### Specialists
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Place specialists in your Villa or Officium for powerful city-wide effects that can supplement citizen needs.
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---
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## Related Documentation
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- [Population Tiers](../population-tiers/_index.md)
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- [Production Chains](../production-chains/_index.md)
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- [Area Effects](./area-effects.md)
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- [Trade Routes](./trade-routes.md)
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Reference in New Issue
Block a user