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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, research_2.txt oai_citation:1‡research_2.txt, research_3.txt oai_citation:2‡research_3.txt

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

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 12 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
recommendedRatios array
bottlenecks array
notes string

Schema: Specialist

Entity Type: Specialist

Field Type
id string
name string
rarity string
category string
slotType string
scope string
effects array
improvesBuildings array
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 II — Plebeians (Latium) / Mercators or Smiths (Albion)

Tier III — Equites (Latium) / Higher Albion tiers

Tier IV — Patricians (Latium)


Goods

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)
  • consumedBy: Liberti
  • availableFrom: Liberti

Porridge

Oats

  • Entity Type: Good
  • category: Agricultural
  • usedFor: Input (Porridge)
  • producedBy: Oat Farm
  • consumedBy: Porridge Stand

Hemp

  • Entity Type: Good
  • category: Agricultural
  • usedFor: Input (Tunics)
  • producedBy: Hemp Farm
  • consumedBy: Spinner

Tunics

Mackerel

Flax

  • Entity Type: Good
  • category: Raw Material / Agricultural
  • usedFor: Input (Wigs production chain, Togas production chain)
  • producedBy: Flax Farm (Albion), Flax Farm (Latium)
  • consumedBy: Hairnet Weaver, Weaver

Salt

Garum

  • Entity Type: Good
  • category: Need / Food
  • usedFor: Consumption (Plebeians Food need)
  • producedBy: Garum Maker (Latium)
  • consumedBy: Plebeians
  • availableFrom: Plebeians

Timber (Planks)

  • Entity Type: Good
  • category: Construction Material
  • usedFor: Construction, Inputs
  • producedBy: Sawmill
  • consumedBy: Many (construction costs reference Timber widely) oai_citation:16‡research_1.txt

Buildings

Woodcutter Hut


Sawmill


Fishing Hut (Latium)

  • Entity Type: Building
  • region: Latium
  • category: Production / Fishery
  • description: Coastal fishery producing Sardines.
  • requiredPopulationTier: Liberti
  • 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
  • cycleTimeSeconds: 60
  • providesAttributes: +1 Population, +1 Income
  • productionChain: 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)

  • Entity Type: Building
  • region: Latium
  • category: Production / Fishery
  • description: Coastal fishery producing Mackerel for Garum production.
  • requiredPopulationTier: Plebeians
  • 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
  • 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)

  • Entity Type: Building
  • region: Latium
  • category: Production / Raw Materials
  • description: Coastal salt extraction facility.
  • requiredPopulationTier: Plebeians
  • placementConstraints: Harbor Area required
  • inputGoods: none
  • outputGoods: Salt
  • unlockCondition: Plebeians
  • specialists: Servia Bellia (+25% productivity), Fischdozentin (+10% productivity for Garum chain)

Garum Maker (Latium)

  • Entity Type: Building
  • region: Latium
  • category: Production / Food Processing
  • description: Produces Garum fish sauce from Mackerel and Salt.
  • requiredPopulationTier: Plebeians
  • inputGoods: Mackerel, Salt
  • outputGoods: Garum
  • unlockCondition: Plebeians
  • specialists: Fischdozentin (+10% productivity for Garum chain)

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
  • 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)

  • Entity Type: Building
  • category: Production / Food (Fishery analogue)
  • description: Coastal gatherer producing Cockles for Waders.
  • requiredPopulationTier: Tier I
  • buildCost: Unknown (research says “similar to Fishing Hut”, but not hard numbers) oai_citation:42‡research_1.txt
  • maintenance: Unknown
  • workforce: Unknown
  • placementConstraints: Coast (Albion) oai_citation:43‡research_1.txt
  • 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

Eel Grabber (Albion)

  • Entity Type: Building
  • category: Production / Food (Marsh fishery)
  • description: Marshland fish producer (Eels).
  • requiredPopulationTier: Tier I
  • buildCost: Unknown
  • maintenance: Unknown
  • workforce: Unknown
  • placementConstraints: Marshland placement required (Albion-specific). oai_citation:45‡research_1.txt
  • cycleTimeSeconds: Unknown (likely 60s per research wording; not asserted as fact) oai_citation:46‡research_1.txt
  • usagePatterns: Place in marsh; pair with coastal cockles early.
  • commonPitfalls: Trying to place on coast; marsh-only building. oai_citation:47‡research_1.txt

Oat Farm


Porridge Stand


Hemp Farm


Spinner

  • Entity Type: Building
  • category: Production / Clothing
  • description: Converts Hemp → Tunics; provides local income area effect.
  • requiredPopulationTier: Tier I
  • buildCost: { goods: [{ good: "Timber", amount: 2 }] } oai_citation:69‡research_1.txt
  • maintenance: { goldPerMin: -8, workforce: [{ tier: "Tier I", count: 3 }] } oai_citation:70‡research_1.txt
  • inputGoods: Hemp
  • outputGoods: Tunics
  • cycleTimeSeconds: 30 oai_citation:71‡research_1.txt
  • areaEffects: [{ type: "IncomeAreaEffect", value: +1, target: "Nearby buildings (incl residences)", radius: "Unknown" }] oai_citation:72‡research_1.txt
  • productionChain: 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


Production Chains

Chain: Timber

Chain: Tier I Food

Chain: Porridge

Chain: Tunics

Chain: Bread (summary)


Trade & Logistics

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
  • commonPitfalls: Under-shipping (not enough cargo throughput) ⇒ need flicker and income oscillation.

Entity: DiplomaticTrade


Ships & Naval

Shipyard (system)

  • 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

Hulls

Penteconter

Trireme

Quinquireme

Modules

Mast

Rows (Oars)

Reinforced Hull

Archer Tower

Scorpio

Onager

Ship Design Slots


Specialists

Specialist System (general)

  • 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
  • sources: Obtained via quests, events, or trade. oai_citation:116‡research_1.txt

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:

  • 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

Area Effects

Statistics Screen


Monuments

Amphitheatre


Troubleshooting Playbooks

Playbook: “My income is bouncing up and down”

  1. Check upkeep spikes: did you place a high-upkeep building (e.g., Bakery)? oai_citation:131‡research_1.txt
  2. Check need flicker: are food/clothing stocks dipping to zero intermittently? (storage/transport) oai_citation:132‡research_1.txt
  3. Check workforce: red hammer / missing tier workers after upgrades. oai_citation:133‡research_1.txt
  4. Open Statistics Screen: verify production vs consumption bars. oai_citation:134‡research_2.txt
  5. Fix by priority: Tier I Food → Tier I Fashion → Tier II staple chains.

Playbook: “Game says I have too much Sheep”

  1. Confirm overproduction in Statistics Screen. oai_citation:135‡research_2.txt
  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
  4. Demolish/disable extra farms to stop upkeep drain. oai_citation:137‡research_1.txt

Playbook: “Why are my houses not upgrading?”

  1. Ensure at least one need per category is met. oai_citation:138‡research_1.txt
  2. Ensure service buildings area coverage includes houses (roads/range). oai_citation:139‡research_1.txt
  3. Ensure storage has the goods (not just “producing”, but delivered). oai_citation:140‡research_1.txt

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

Placeholders (defined for linking; no data in supplied files)

Oyster Bed

  • Entity Type: Building
  • status: Placeholder (no stats in supplied research files)

Scomber's Shack

  • Entity Type: Building
  • status: Placeholder (no stats in supplied research files)

Sturgeon Hatchery

  • Entity Type: Building
  • status: Placeholder (no stats in supplied research files)