# Anno 117: Pax Romana — Sandbox Mode Data Reference (API-Style) > **Version:** 0.2 (compiled from provided research files; not yet a full extracted DB) > **Focus:** Sandbox / Endless Mode mechanics (no controls/UI bindings) > **Data Sources:** research_1.txt [oai_citation:0‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64), research_2.txt [oai_citation:1‡research_2.txt](sediment://file_000000005adc71f685d34607bf4d3973), research_3.txt [oai_citation:2‡research_3.txt](sediment://file_00000000e73871f6bf8844e9c7de47e3) > > **Scope Warning (important):** > This document only includes **entities and numeric stats explicitly present** in the supplied research files. > Where a field is unknown, it is marked `Unknown` (not guessed). --- ## Table of Contents - [Schemas](#schemas) - [Schema: Building](#schema-building) - [Schema: Good](#schema-good) - [Schema: PopulationTier](#schema-populationtier) - [Schema: ProductionChain](#schema-productionchain) - [Schema: Specialist](#schema-specialist) - [Schema: ShipHull](#schema-shiphull) - [Schema: ShipModule](#schema-shipmodule) - [Entities](#entities) - [Population Tiers](#population-tiers) - [Goods](#goods) - [Buildings](#buildings) - [Production Chains](#production-chains) - [Trade & Logistics](#trade--logistics) - [Ships & Naval](#ships--naval) - [Specialists](#specialists) - [Economy & Diagnostics](#economy--diagnostics) - [Monuments](#monuments) - [Troubleshooting Playbooks](#troubleshooting-playbooks) - [Glossary](#glossary) --- ## Schemas ### Schema: Building **Entity Type:** `Building` | Field | Type | Notes | |------|------|------| | id | string | stable anchor id | | name | string | display name | | category | string | Production / Service / Safety / Monument / etc. | | description | string | 1–2 lines max | | requiredPopulationTier | string | link to tier | | buildCost | object | `{ gold?, goods[] }` | | constructionTime | string | usually instant per research | | maintenance | object | `{ goldPerMin?, workforce[] }` | | workforce | array | `[{ tier, count }]` | | placementConstraints | array | coast/marsh/forest/fields/etc | | roadRequired | boolean | | | warehouseRequired | boolean | implies “in range of Warehouse/Trading Post” | | inputGoods | array | links to goods | | outputGoods | array | links to goods | | cycleTimeSeconds | number | production cycle time | | areaEffects | array | `{ type, value, target, radius? }` | | productionChain | array | links to chain(s) | | unlockCondition | string | tier, research, count, etc | | usagePatterns | string | short | | commonPitfalls | string | short | --- ### Schema: Good **Entity Type:** `Good` | Field | Type | Notes | |------|------|------| | id | string | stable anchor id | | name | string | | | category | string | Food / Construction / Intermediate / etc | | usedFor | array | Construction, Consumption, Input, Trade | | providesAttributes | array | `{ attribute, value, consumer? }` | | producedBy | array | building links | | consumedBy | array | building/tier links | --- ### Schema: PopulationTier **Entity Type:** `PopulationTier` | Field | Type | |------|------| | id | string | | name | string | | region | string | | workforceFraction | number | | needsCategories | array | | notes | string | | commonPitfalls | string | --- ### Schema: ProductionChain **Entity Type:** `ProductionChain` | Field | Type | |------|------| | id | string | | name | string | | steps | array | `{ building, in[], out[], cycleSeconds }` | | recommendedRatios | array | `{ building, count }` | | bottlenecks | array | goods/buildings | | notes | string | --- ### Schema: Specialist **Entity Type:** `Specialist` | Field | Type | |------|------| | id | string | | name | string | | rarity | string | | category | string | | slotType | string | | scope | string | | effects | array | `{ type, target, value, scope }` | | improvesBuildings | array | building links | | stackRules | string | | usagePatterns | string | | commonPitfalls | string | --- ### Schema: ShipHull **Entity Type:** `ShipHull` | Field | Type | |------|------| | id | string | | name | string | | sizeClass | string | | moduleSlots | number | | notes | string | --- ### Schema: ShipModule **Entity Type:** `ShipModule` | Field | Type | |------|------| | id | string | | name | string | | effect | string | | tradeoffs | string | | notes | string | --- ## Entities ## Population Tiers ### Tier I — Liberti (Latium) / Waders (Albion) {#tier-i} - **Entity Type:** PopulationTier - **workforceFraction:** `0.50` [oai_citation:3‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **needsCategories:** Food, Public Service, Fashion [oai_citation:4‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **notes:** Avoid upgrading all Tier I housing at once; you can lose Tier I workers needed for basic chains. [oai_citation:5‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **commonPitfalls:** “Everything upgraded” ⇒ fisheries/farms/sawmills understaffed. ### Tier II — Plebeians (Latium) / Mercators or Smiths (Albion) {#tier-ii} - **Entity Type:** PopulationTier - **workforceFraction:** `0.30` [oai_citation:6‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **notes:** Tier II introduces major upkeep spikes (mills/bakeries/bricks, etc.). [oai_citation:7‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **commonPitfalls:** Overbuilding production buildings drains gold via maintenance. [oai_citation:8‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) ### Tier III — Equites (Latium) / Higher Albion tiers {#tier-iii} - **Entity Type:** PopulationTier - **workforceFraction:** `0.20` [oai_citation:9‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **notes:** Higher complexity; shortages cascade across chains. [oai_citation:10‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) ### Tier IV — Patricians (Latium) {#tier-iv} - **Entity Type:** PopulationTier - **workforceFraction:** `0.00` (reported “no workforce”) [oai_citation:11‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **notes:** Very high needs; unlock monuments like Amphitheatre. [oai_citation:12‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) --- ## Goods ### Sardines {#good-sardines} - **Entity Type:** Good - **category:** Need / Food - **usedFor:** Consumption (Liberti Food need) - **providesAttributes:** +1 Population, +1 Income - **buyPrice:** 12 Dinare - **sellPrice:** 4 Dinare - **producedBy:** [Fishing Hut (Latium)](#building-fishing-hut) - **consumedBy:** [Liberti](#tier-i) - **availableFrom:** Liberti ### Porridge {#good-porridge} - **Entity Type:** Good - **category:** Food - **usedFor:** Consumption (Tier I Food need) - **providesAttributes:** +2 Population (per house when fulfilling Food need) [oai_citation:14‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **producedBy:** [Porridge Stand](#building-porridge-stand) - **consumedBy:** [Tier I](#tier-i) ### Oats {#good-oats} - **Entity Type:** Good - **category:** Agricultural - **usedFor:** Input (Porridge) - **producedBy:** [Oat Farm](#building-oat-farm) - **consumedBy:** [Porridge Stand](#building-porridge-stand) ### Hemp {#good-hemp} - **Entity Type:** Good - **category:** Agricultural - **usedFor:** Input (Tunics) - **producedBy:** [Hemp Farm](#building-hemp-farm) - **consumedBy:** [Spinner](#building-spinner) ### Tunics {#good-tunics} - **Entity Type:** Good - **category:** Clothing / Fashion - **usedFor:** Consumption (Tier I Fashion need) - **providesAttributes:** +2 Population (reported) [oai_citation:15‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **producedBy:** [Spinner](#building-spinner) - **consumedBy:** [Tier I](#tier-i) ### Mackerel {#good-mackerel} - **Entity Type:** Good - **category:** Raw Material / Agricultural - **usedFor:** Input (Garum production) - **buyPrice:** 16 Dinare - **sellPrice:** 6 Dinare - **producedBy:** [Mackerel Fishing Hut (Latium)](#building-mackerel-fishing-hut) - **consumedBy:** [Garum Maker (Latium)](#building-garum-maker) - **availableFrom:** Plebeians ### Flax {#good-flax} - **Entity Type:** Good - **category:** Raw Material / Agricultural - **usedFor:** Input (Wigs production chain, Togas production chain) - **producedBy:** [Flax Farm (Albion)](#building-flax-farm-albion), Flax Farm (Latium) - **consumedBy:** Hairnet Weaver, Weaver --- ### Salt {#good-salt} - **Entity Type:** Good - **category:** Raw Material - **usedFor:** Input (Garum production) - **producedBy:** [Salt Gardens (Latium)](#building-salt-gardens) - **consumedBy:** [Garum Maker (Latium)](#building-garum-maker) - **availableFrom:** Plebeians ### Garum {#good-garum} - **Entity Type:** Good - **category:** Need / Food - **usedFor:** Consumption (Plebeians Food need) - **producedBy:** [Garum Maker (Latium)](#building-garum-maker) - **consumedBy:** [Plebeians](#tier-ii) - **availableFrom:** Plebeians ### Timber (Planks) {#good-timber} - **Entity Type:** Good - **category:** Construction Material - **usedFor:** Construction, Inputs - **producedBy:** [Sawmill](#building-sawmill) - **consumedBy:** Many (construction costs reference Timber widely) [oai_citation:16‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) --- ## Buildings ### Woodcutter Hut {#building-woodcutter-hut} - **Entity Type:** Building - **category:** Production / Raw Materials - **description:** Produces Logs from forest density. - **requiredPopulationTier:** [Tier I](#tier-i) - **buildCost:** `{ goods: [{ good: "Timber", amount: 2 }] }` [oai_citation:17‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **constructionTime:** Instant (reported general rule) [oai_citation:18‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **maintenance:** `{ goldPerMin: -5, workforce: [{ tier: "Tier I", count: 2 }] }` (approx.) [oai_citation:19‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **workforce:** `[{ tier: Tier I, count: 2 }]` [oai_citation:20‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **placementConstraints:** Forest overlap required; low density reduces productivity. [oai_citation:21‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **roadRequired:** true [oai_citation:22‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **warehouseRequired:** true [oai_citation:23‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **inputGoods:** none - **outputGoods:** `Unknown (Logs)` (named in text; Good entry not separately defined) - **cycleTimeSeconds:** 30 [oai_citation:24‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **productionChain:** [Chain: Timber](#chain-timber) - **unlockCondition:** Tier I [oai_citation:25‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **usagePatterns:** Place deep in dense forest, keep a warehouse in range. - **commonPitfalls:** Sparse forest ⇒ “mystery” timber shortages downstream. --- ### Sawmill {#building-sawmill} - **Entity Type:** Building - **category:** Production / Construction Materials - **description:** Converts Logs → Timber planks. - **requiredPopulationTier:** [Tier I](#tier-i) - **buildCost:** `{ goods: [{ good: "Timber", amount: 2 }] }` [oai_citation:26‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **constructionTime:** Instant [oai_citation:27‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **maintenance:** `{ goldPerMin: -5, workforce: [{ tier: "Tier I", count: 2 }] }` (approx.) [oai_citation:28‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **workforce:** `[{ tier: Tier I, count: 2 }]` [oai_citation:29‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **placementConstraints:** None special (but requires logistics) - **roadRequired:** true [oai_citation:30‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **warehouseRequired:** true [oai_citation:31‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **inputGoods:** `Unknown (Logs)` - **outputGoods:** [Timber](#good-timber) - **cycleTimeSeconds:** 30 [oai_citation:32‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **productionChain:** [Chain: Timber](#chain-timber) - **unlockCondition:** Tier I - **usagePatterns:** Pair 1:1 with Woodcutters (matching cycle times). - **commonPitfalls:** Too many sawmills ⇒ upkeep drain without benefit. --- ### Fishing Hut (Latium) {#building-fishing-hut} - **Entity Type:** Building - **region:** Latium - **category:** Production / Fishery - **description:** Coastal fishery producing Sardines. - **requiredPopulationTier:** [Liberti](#tier-i) - **buildCost:** `{ goods: [{ good: "Planks", amount: 2 }] }` - **maintenance:** `{ gold: -6, workforce: [{ tier: "Liberti", count: 4 }] }` - **dimensions:** 3x8 (base), 4x11 (with roads) - **placementConstraints:** Harbor Area required - **inputGoods:** none - **outputGoods:** [Sardines](#good-sardines) - **cycleTimeSeconds:** 60 - **providesAttributes:** +1 Population, +1 Income - **productionChain:** [Chain: Tier I Food](#chain-tier-i-food) - **unlockCondition:** Liberti - **usagePatterns:** Cluster fisheries for specialist + area-effect stacking. - **commonPitfalls:** Overbuilt fisheries ⇒ gold bleed; also "need flicker" if storage/transport dips. - **specialists:** Servia Bellia (+25% productivity, +1 income area effect), Netzangler (+10% productivity), Umdenkerin (-25% workforce), Venator der Artemis (-33% workforce, -66% maintenance), Uiscarix (+1.5 income area effect) --- ### Mackerel Fishing Hut (Latium) {#building-mackerel-fishing-hut} - **Entity Type:** Building - **region:** Latium - **category:** Production / Fishery - **description:** Coastal fishery producing Mackerel for Garum production. - **requiredPopulationTier:** [Plebeians](#tier-ii) - **buildCost:** `{ goods: [{ good: "Planks", amount: 2 }, { good: "Bricks", amount: 1 }] }` - **maintenance:** `{ gold: -8, workforce: [{ tier: "Liberti", count: 4 }] }` - **dimensions:** 4x9 (base), 6x13 (with roads) - **placementConstraints:** Harbor Area required, Fish Population required - **inputGoods:** none - **outputGoods:** [Mackerel](#good-mackerel) - **cycleTimeSeconds:** 60 - **unlockCondition:** Plebeians - **specialists:** Servia Bellia (+25% productivity), Fischdozentin (+10% productivity for Garum chain), Umdenkerin (-25% workforce, changes to Plebeian workforce), Venator der Artemis (-33% workforce, -66% maintenance), Uiscarix (+1.5 income area effect) --- ### Salt Gardens (Latium) {#building-salt-gardens} - **Entity Type:** Building - **region:** Latium - **category:** Production / Raw Materials - **description:** Coastal salt extraction facility. - **requiredPopulationTier:** [Plebeians](#tier-ii) - **placementConstraints:** Harbor Area required - **inputGoods:** none - **outputGoods:** [Salt](#good-salt) - **unlockCondition:** Plebeians - **specialists:** Servia Bellia (+25% productivity), Fischdozentin (+10% productivity for Garum chain) --- ### Garum Maker (Latium) {#building-garum-maker} - **Entity Type:** Building - **region:** Latium - **category:** Production / Food Processing - **description:** Produces Garum fish sauce from Mackerel and Salt. - **requiredPopulationTier:** [Plebeians](#tier-ii) - **inputGoods:** [Mackerel](#good-mackerel), [Salt](#good-salt) - **outputGoods:** [Garum](#good-garum) - **unlockCondition:** Plebeians - **specialists:** Fischdozentin (+10% productivity for Garum chain) --- ### Flax Farm (Albion) {#building-flax-farm-albion} - **Entity Type:** Building - **region:** Albion - **category:** Production / Farm - **description:** Produces Flax for clothing production chains. - **requiredPopulationTier:** Nobles (Tier 5 Celtic) - **buildCost:** `{ goods: [{ good: "Planks", amount: 1 }, { good: "Bricks", amount: 2 }, { good: "Concrete", amount: 2 }] }` - **maintenance:** `{ gold: -8, workforce: [{ tier: "Waders", count: 3 }] }` - **dimensions:** 4x5 (base), 6x7 (with roads) - **placementConstraints:** Fields required - **aqueductSupport:** Yes (can be improved with aqueduct connection) - **inputGoods:** none - **outputGoods:** [Flax](#good-flax) - **cycleTimeSeconds:** 90 - **unlockCondition:** Nobles - **specialists:** Irrigator (-50% water consumption), Excellent Hair Artist (+20% productivity for Wigs chain), Princeps of Porphyry (+20% productivity for Togas chain), Tullus Caecilius Cornutus (-40% workforce, -80% maintenance), Casponia Casta (+25% productivity, +1 Flax every 10 cycles, +1 Faith area effect, requires Ceres as island god) --- ### Cockle Picker (Albion) {#building-cockle-picker} - **Entity Type:** Building - **category:** Production / Food (Fishery analogue) - **description:** Coastal gatherer producing Cockles for Waders. - **requiredPopulationTier:** [Tier I](#tier-i) - **buildCost:** `Unknown` (research says “similar to Fishing Hut”, but not hard numbers) [oai_citation:42‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **maintenance:** `Unknown` - **workforce:** `Unknown` - **placementConstraints:** Coast (Albion) [oai_citation:43‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **cycleTimeSeconds:** `Unknown (reported ~60s but not asserted)` - **usagePatterns:** Albion starter food option. - **commonPitfalls:** Confusing coast vs marsh producers in Albion. [oai_citation:44‡research_3.txt](sediment://file_00000000e73871f6bf8844e9c7de47e3) --- ### Eel Grabber (Albion) {#building-eel-grabber} - **Entity Type:** Building - **category:** Production / Food (Marsh fishery) - **description:** Marshland fish producer (Eels). - **requiredPopulationTier:** [Tier I](#tier-i) - **buildCost:** Unknown - **maintenance:** Unknown - **workforce:** Unknown - **placementConstraints:** Marshland placement required (Albion-specific). [oai_citation:45‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **cycleTimeSeconds:** `Unknown (likely 60s per research wording; not asserted as fact)` [oai_citation:46‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **usagePatterns:** Place in marsh; pair with coastal cockles early. - **commonPitfalls:** Trying to place on coast; marsh-only building. [oai_citation:47‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) --- ### Oat Farm {#building-oat-farm} - **Entity Type:** Building - **category:** Production / Agriculture - **description:** Produces Oats; uses field modules; aqueduct optional. - **requiredPopulationTier:** [Tier I](#tier-i) - **buildCost:** `{ goods: [{ good: "Timber", amount: 3 }] }` [oai_citation:48‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **constructionTime:** Instant [oai_citation:49‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **maintenance:** `{ goldPerMin: -4, workforce: [{ tier: "Tier I", count: 3 }] }` [oai_citation:50‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **workforce:** `[{ tier: Tier I, count: 3 }]` [oai_citation:51‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **placementConstraints:** Requires fields; requires relevant fertility (oat/grain). [oai_citation:52‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **roadRequired:** true [oai_citation:53‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **warehouseRequired:** true [oai_citation:54‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **inputGoods:** none - **outputGoods:** [Oats](#good-oats) - **cycleTimeSeconds:** 60 [oai_citation:55‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **productionChain:** [Chain: Porridge](#chain-porridge) - **unlockCondition:** Tier I - **usagePatterns:** Keep fields compact; warehouse nearby; consider aqueduct support. - **commonPitfalls:** Insufficient fields/fertility ⇒ low output; long travel distance ⇒ apparent underproduction. --- ### Porridge Stand {#building-porridge-stand} - **Entity Type:** Building - **category:** Production / Food - **description:** Converts Oats → Porridge. - **requiredPopulationTier:** [Tier I](#tier-i) - **buildCost:** `{ goods: [{ good: "Timber", amount: 2 }] }` [oai_citation:56‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **constructionTime:** Instant [oai_citation:57‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **maintenance:** `{ goldPerMin: -8, workforce: [{ tier: "Tier I", count: 2 }] }` [oai_citation:58‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **workforce:** `[{ tier: Tier I, count: 2 }]` [oai_citation:59‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **placementConstraints:** Needs road/warehouse. - **roadRequired:** true [oai_citation:60‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **warehouseRequired:** true [oai_citation:61‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **inputGoods:** [Oats](#good-oats) - **outputGoods:** [Porridge](#good-porridge) - **cycleTimeSeconds:** 60 [oai_citation:62‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **productionChain:** [Chain: Porridge](#chain-porridge) - **unlockCondition:** Tier I - **usagePatterns:** Pair 1:1 with Oat Farms for balanced flow (both 60s). - **commonPitfalls:** Oats delivered too slowly ⇒ porridge “flicker” and population drops. --- ### Hemp Farm {#building-hemp-farm} - **Entity Type:** Building - **category:** Production / Agriculture - **description:** Produces Hemp for Tunics; uses fields; aqueduct optional. - **requiredPopulationTier:** [Tier I](#tier-i) - **buildCost:** `{ goods: [{ good: "Timber", amount: 2 }] }` [oai_citation:63‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **maintenance:** `{ goldPerMin: -4, workforce: [{ tier: "Tier I", count: 3 }] }` [oai_citation:64‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **placementConstraints:** Fields + correct fertility. [oai_citation:65‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **roadRequired:** true [oai_citation:66‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **warehouseRequired:** true [oai_citation:67‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **outputGoods:** [Hemp](#good-hemp) - **cycleTimeSeconds:** 60 [oai_citation:68‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **productionChain:** [Chain: Tunics](#chain-tunics) - **usagePatterns:** Keep close to Spinner; reduce hauling delays. - **commonPitfalls:** Too few fields or long hauling times ⇒ spinner starvation. --- ### Spinner {#building-spinner} - **Entity Type:** Building - **category:** Production / Clothing - **description:** Converts Hemp → Tunics; provides local income area effect. - **requiredPopulationTier:** [Tier I](#tier-i) - **buildCost:** `{ goods: [{ good: "Timber", amount: 2 }] }` [oai_citation:69‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **maintenance:** `{ goldPerMin: -8, workforce: [{ tier: "Tier I", count: 3 }] }` [oai_citation:70‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **inputGoods:** [Hemp](#good-hemp) - **outputGoods:** [Tunics](#good-tunics) - **cycleTimeSeconds:** 30 [oai_citation:71‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **areaEffects:** `[{ type: "IncomeAreaEffect", value: +1, target: "Nearby buildings (incl residences)", radius: "Unknown" }]` [oai_citation:72‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **productionChain:** [Chain: Tunics](#chain-tunics) - **usagePatterns:** Place near residences to maximize income area effect. - **commonPitfalls:** Spinner output can be fine while income effect is wasted if placed far from housing. --- ### Bakery {#building-bakery} - **Entity Type:** Building - **category:** Production / Food (Tier II) - **description:** Produces Bread (Tier II staple); high upkeep. - **requiredPopulationTier:** [Tier II](#tier-ii) - **buildCost:** `Unknown in supplied snippets` (but bakery upkeep is explicitly given) [oai_citation:73‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **maintenance:** `{ goldPerMin: -14, workforce: [{ tier: "Tier II", count: 3 }] }` [oai_citation:74‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **inputGoods:** `Unknown (Flour + Charcoal implied by chain text)` [oai_citation:75‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **outputGoods:** `Unknown (Bread)` [oai_citation:76‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **cycleTimeSeconds:** 60 (from bread chain summary) [oai_citation:77‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **usagePatterns:** Only scale to actual consumption; bakeries are a common cashflow killer. - **commonPitfalls:** Overbuilding bakeries ⇒ negative income swings; missing charcoal ⇒ “mystery” bread shortages. [oai_citation:78‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) --- ## Production Chains ### Chain: Timber {#chain-timber} - **Entity Type:** ProductionChain - **steps:** - `{ building: [Woodcutter Hut](#building-woodcutter-hut), in: [], out: ["Logs"], cycleSeconds: 30 }` [oai_citation:79‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - `{ building: [Sawmill](#building-sawmill), in: ["Logs"], out: [Timber](#good-timber), cycleSeconds: 30 }` [oai_citation:80‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **recommendedRatios:** Woodcutter 1 : Sawmill 1 (matching 30s cycles) [oai_citation:81‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **bottlenecks:** Forest density (Woodcutter placement) [oai_citation:82‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) ### Chain: Tier I Food {#chain-tier-i-food} - **Entity Type:** ProductionChain - **steps:** - `{ building: [Fishing Hut](#building-fishing-hut), in: [], out: [Sardines](#good-sardines), cycleSeconds: 60 }` [oai_citation:83‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - `{ building: [Oat Farm](#building-oat-farm), in: [], out: [Oats](#good-oats), cycleSeconds: 60 }` [oai_citation:84‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - `{ building: [Porridge Stand](#building-porridge-stand), in: [Oats](#good-oats), out: [Porridge](#good-porridge), cycleSeconds: 60 }` [oai_citation:85‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **notes:** Many Tier I settlements produce both Sardines and Porridge to maximize population. [oai_citation:86‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) ### Chain: Porridge {#chain-porridge} - **Entity Type:** ProductionChain - **steps:** - Oat Farm (60s) → Oats [oai_citation:87‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - Porridge Stand (60s) + Oats → Porridge [oai_citation:88‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **recommendedRatios:** Oat Farm 1 : Porridge Stand 1 (both 60s) - **bottlenecks:** Field layout, fertility, hauling distance. [oai_citation:89‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) ### Chain: Tunics {#chain-tunics} - **Entity Type:** ProductionChain - **steps:** - Hemp Farm (60s) → Hemp [oai_citation:90‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - Spinner (30s) + Hemp → Tunics [oai_citation:91‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **recommendedRatios:** `Unknown` (cycle mismatch suggests multiple spinners can consume one farm; exact throughput not given in files) - **notes:** Spinner provides an income area effect (+1) near buildings. [oai_citation:92‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) ### Chain: Bread (summary) {#chain-bread} - **Entity Type:** ProductionChain - **steps (summary only):** - Wheat Farm (60s) → Grain - Grain Mill (30s) → Flour - Bakery (60s) + (requires Charcoal) → Bread [oai_citation:93‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **recommendedRatios:** 2 Wheat : 1 Mill : 2 Bakeries [oai_citation:94‡research_3.txt](sediment://file_00000000e73871f6bf8844e9c7de47e3) - **bottlenecks:** Charcoal availability; bakery upkeep. [oai_citation:95‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) [oai_citation:96‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) --- ## Trade & Logistics ### Entity: TradeRoute {#entity-traderoute} - **Entity Type:** SystemEntity - **description:** Automated ship loop moving goods between islands. - **configuration:** - Select ship - Enable Trade Route - Assign goods per cargo slot - Assign islands for load/unload - **rules:** - Route loops indefinitely - Used to supply production chains across islands - **usagePatterns:** Specialize islands (agricultural vs industrial) and route goods accordingly. [oai_citation:97‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **commonPitfalls:** Under-shipping (not enough cargo throughput) ⇒ need flicker and income oscillation. ### Entity: DiplomaticTrade {#entity-diplomatictrade} - **Entity Type:** SystemEntity - **description:** Passive buy/sell orders at Trading Post with AI via treaties. - **configuration:** Set fixed buy/sell orders, price, quantity. [oai_citation:98‡research_2.txt](sediment://file_000000005adc71f685d34607bf4d3973) - **usagePatterns:** Monetize surplus production; import hard-to-get goods. [oai_citation:99‡research_2.txt](sediment://file_000000005adc71f685d34607bf4d3973) --- ## Ships & Naval ### Shipyard (system) {#system-shipyard} - **Entity Type:** SystemEntity - **description:** Ships are constructed in a Shipyard; construction consumes resources and time. - **rule:** Insufficient workforce slows ship construction. [oai_citation:100‡research_2.txt](sediment://file_000000005adc71f685d34607bf4d3973) ### Hulls {#naval-hulls} #### Penteconter {#hull-penteconter} - **Entity Type:** ShipHull - **sizeClass:** Small - **moduleSlots:** 2 [oai_citation:101‡research_2.txt](sediment://file_000000005adc71f685d34607bf4d3973) - **notes:** Fewer slots; cheaper; likely faster acceleration. #### Trireme {#hull-trireme} - **Entity Type:** ShipHull - **sizeClass:** Medium - **moduleSlots:** 3 [oai_citation:102‡research_2.txt](sediment://file_000000005adc71f685d34607bf4d3973) #### Quinquireme {#hull-quinquireme} - **Entity Type:** ShipHull - **sizeClass:** Large - **moduleSlots:** 4 [oai_citation:103‡research_2.txt](sediment://file_000000005adc71f685d34607bf4d3973) - **notes:** More capacity and HP; slower acceleration. [oai_citation:104‡research_2.txt](sediment://file_000000005adc71f685d34607bf4d3973) ### Modules {#naval-modules} #### Mast {#module-mast} - **Entity Type:** ShipModule - **effect:** +long-distance speed (wind) [oai_citation:105‡research_2.txt](sediment://file_000000005adc71f685d34607bf4d3973) #### Rows (Oars) {#module-rows} - **Entity Type:** ShipModule - **effect:** +base speed, acceleration, maneuver [oai_citation:106‡research_2.txt](sediment://file_000000005adc71f685d34607bf4d3973) - **tradeoffs:** Consumes more crew than sails. [oai_citation:107‡research_2.txt](sediment://file_000000005adc71f685d34607bf4d3973) #### Reinforced Hull {#module-reinforced-hull} - **Entity Type:** ShipModule - **effect:** +health/durability [oai_citation:108‡research_2.txt](sediment://file_000000005adc71f685d34607bf4d3973) #### Archer Tower {#module-archer-tower} - **Entity Type:** ShipModule - **effect:** short-range multi-arrow attack (all-around) [oai_citation:109‡research_2.txt](sediment://file_000000005adc71f685d34607bf4d3973) - **tradeoffs:** Requires more soldiers/crew. [oai_citation:110‡research_2.txt](sediment://file_000000005adc71f685d34607bf4d3973) #### Scorpio {#module-scorpio} - **Entity Type:** ShipModule - **effect:** side-mounted high-damage spears (medium range) [oai_citation:111‡research_2.txt](sediment://file_000000005adc71f685d34607bf4d3973) #### Onager {#module-onager} - **Entity Type:** ShipModule - **effect:** forward catapult (long range, high damage, low accuracy) [oai_citation:112‡research_2.txt](sediment://file_000000005adc71f685d34607bf4d3973) ### Ship Design Slots {#naval-design-slots} - **rule:** Save up to 2 custom designs per hull per shipyard (6 total). [oai_citation:113‡research_2.txt](sediment://file_000000005adc71f685d34607bf4d3973) - **rule:** Ships cannot be refitted after building (per research text). [oai_citation:114‡research_2.txt](sediment://file_000000005adc71f685d34607bf4d3973) --- ## Specialists ### Specialist System (general) {#system-specialists} - **Entity Type:** SystemEntity - **description:** Specialists slot into certain buildings and modify stats (productivity, workforce, upkeep, etc.). - **known effect examples:** +25% productivity, −25% workforce needed (examples referenced) [oai_citation:115‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **sources:** Obtained via quests, events, or trade. [oai_citation:116‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) ### Uiscarix, Hygiean Fishmonger {#specialist-uiscarix-hygiean-fishmonger} - **Entity Type:** Specialist - **rarity:** Epic (from user screenshot) - **category:** Finance (from user screenshot) - **slotType:** Specialist (from user screenshot) - **scope:** Fisheries in range (from user screenshot) - **effects:** | Effect Type | Target | Value | Scope | |------------|--------|-------|-------| | Income Area Effect | Fisheries | +1.5 | Radius-based | - **improvesBuildings:** - [Eel Grabber](#building-eel-grabber) - [Oyster Bed](#building-oyster-bed) *(not defined in supplied files; placeholder)* - [Cockle Picker](#building-cockle-picker) - [Scomber's Shack](#building-scombers-shack) *(placeholder)* - [Fishing Hut](#building-fishing-hut) - [Sturgeon Hatchery](#building-sturgeon-hatchery) *(placeholder)* - **stackRules:** Unknown (not present in supplied files) - **usagePatterns:** Slot into a coastal hub building covering many fisheries. - **commonPitfalls:** Misplaced radius ⇒ zero value; does not fix overproduction warnings. --- ## Economy & Diagnostics ### Maintenance Model {#system-maintenance} - **rule:** Nearly every building has ongoing gold + workforce maintenance. [oai_citation:117‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **example:** Fishing Hut costs −6 gold/min and uses 4 Tier I workers. [oai_citation:118‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **example:** Bakery costs −14 gold/min and uses 3 Tier II workers. [oai_citation:119‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **rule:** Deleting buildings stops upkeep and frees workforce. [oai_citation:120‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) ### Area Effects {#system-area-effects} - **rule:** Buildings can give positive/negative proximity modifiers (shown by green/red arrows on placement). [oai_citation:121‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **example:** Spinner gives income boost near buildings. [oai_citation:122‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **example:** Polluters (e.g., Charcoal Burner) decrease happiness/health (mentioned). [oai_citation:123‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) ### Statistics Screen {#system-statistics-screen} - **rule:** Use statistics to compare production vs consumption; overproduction flagged (e.g., “too much Sheep”). [oai_citation:124‡research_2.txt](sediment://file_000000005adc71f685d34607bf4d3973) - **diagnostic:** - Green bar high ⇒ overproduction ⇒ export/demolish/disable - White bar high ⇒ shortage ⇒ add buildings or fix logistics [oai_citation:125‡research_2.txt](sediment://file_000000005adc71f685d34607bf4d3973) --- ## Monuments ### Amphitheatre {#monument-amphitheatre} - **Entity Type:** Building (Monument) - **unique:** One per island (reported) [oai_citation:126‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **unlockCondition:** Patricians exist (Tier IV) [oai_citation:127‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **construction:** 4 stages; large time + resources; later stages require expensive materials (marble/glass/iron mentioned) [oai_citation:128‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **effects (complete):** +3 Population, +3 Happiness, +7 Prestige (large radius) [oai_citation:129‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **events:** Hosts events (local games / grand games / naumachia) consuming goods/workforce for city buffs. [oai_citation:130‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) - **commonPitfalls:** Starting monument too early can bankrupt you (maintenance + diverted materials). --- ## Troubleshooting Playbooks ### Playbook: “My income is bouncing up and down” {#playbook-income-bouncing} 1. **Check upkeep spikes:** did you place a high-upkeep building (e.g., Bakery)? [oai_citation:131‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) 2. **Check need flicker:** are food/clothing stocks dipping to zero intermittently? (storage/transport) [oai_citation:132‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) 3. **Check workforce:** red hammer / missing tier workers after upgrades. [oai_citation:133‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) 4. **Open Statistics Screen:** verify production vs consumption bars. [oai_citation:134‡research_2.txt](sediment://file_000000005adc71f685d34607bf4d3973) 5. **Fix by priority:** Tier I Food → Tier I Fashion → Tier II staple chains. ### Playbook: “Game says I have too much Sheep” {#playbook-too-much-sheep} 1. Confirm overproduction in Statistics Screen. [oai_citation:135‡research_2.txt](sediment://file_000000005adc71f685d34607bf4d3973) 2. Add/scale downstream processor (Felter) if present in your build. 3. Export surplus via trade routes or diplomatic orders. [oai_citation:136‡research_2.txt](sediment://file_000000005adc71f685d34607bf4d3973) 4. Demolish/disable extra farms to stop upkeep drain. [oai_citation:137‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) ### Playbook: “Why are my houses not upgrading?” {#playbook-houses-not-upgrading} 1. Ensure at least one need per category is met. [oai_citation:138‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) 2. Ensure service buildings’ area coverage includes houses (roads/range). [oai_citation:139‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) 3. Ensure storage has the goods (not just “producing”, but delivered). [oai_citation:140‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) --- ## Glossary - **Need Flicker:** A need repeatedly turning on/off because storage hits zero intermittently. - **Area Effect:** Radius-based modifier from a building or specialist (income, happiness, safety). - **Upkeep:** Ongoing gold loss and workforce reservation for a building. - **Throughput:** Effective goods per time, impacted by cycle time and logistics. - **Warehouse Cloud:** Shared island storage accessible via connected warehouses/trading post. [oai_citation:141‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64) --- ## Placeholders (defined for linking; no data in supplied files) ### Oyster Bed {#building-oyster-bed} - **Entity Type:** Building - **status:** Placeholder (no stats in supplied research files) ### Scomber's Shack {#building-scombers-shack} - **Entity Type:** Building - **status:** Placeholder (no stats in supplied research files) ### Sturgeon Hatchery {#building-sturgeon-hatchery} - **Entity Type:** Building - **status:** Placeholder (no stats in supplied research files)