823 lines
40 KiB
Markdown
823 lines
40 KiB
Markdown
# Anno 117: Pax Romana — Sandbox Mode Data Reference (API-Style)
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> **Version:** 0.2 (compiled from provided research files; not yet a full extracted DB)
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> **Focus:** Sandbox / Endless Mode mechanics (no controls/UI bindings)
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> **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)
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>
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> **Scope Warning (important):**
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> This document only includes **entities and numeric stats explicitly present** in the supplied research files.
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> Where a field is unknown, it is marked `Unknown` (not guessed).
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---
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## Table of Contents
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- [Schemas](#schemas)
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- [Schema: Building](#schema-building)
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- [Schema: Good](#schema-good)
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- [Schema: PopulationTier](#schema-populationtier)
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- [Schema: ProductionChain](#schema-productionchain)
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- [Schema: Specialist](#schema-specialist)
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- [Schema: ShipHull](#schema-shiphull)
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- [Schema: ShipModule](#schema-shipmodule)
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- [Entities](#entities)
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- [Population Tiers](#population-tiers)
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- [Goods](#goods)
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- [Buildings](#buildings)
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- [Production Chains](#production-chains)
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- [Trade & Logistics](#trade--logistics)
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- [Ships & Naval](#ships--naval)
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- [Specialists](#specialists)
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- [Economy & Diagnostics](#economy--diagnostics)
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- [Monuments](#monuments)
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- [Troubleshooting Playbooks](#troubleshooting-playbooks)
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- [Glossary](#glossary)
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---
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## Schemas
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### Schema: Building
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**Entity Type:** `Building`
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| Field | Type | Notes |
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|------|------|------|
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| id | string | stable anchor id |
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| name | string | display name |
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| category | string | Production / Service / Safety / Monument / etc. |
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| description | string | 1–2 lines max |
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| requiredPopulationTier | string | link to tier |
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| buildCost | object | `{ gold?, goods[] }` |
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| constructionTime | string | usually instant per research |
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| maintenance | object | `{ goldPerMin?, workforce[] }` |
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| workforce | array | `[{ tier, count }]` |
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| placementConstraints | array | coast/marsh/forest/fields/etc |
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| roadRequired | boolean | |
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| warehouseRequired | boolean | implies “in range of Warehouse/Trading Post” |
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| inputGoods | array | links to goods |
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| outputGoods | array | links to goods |
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| cycleTimeSeconds | number | production cycle time |
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| areaEffects | array | `{ type, value, target, radius? }` |
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| productionChain | array | links to chain(s) |
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| unlockCondition | string | tier, research, count, etc |
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| usagePatterns | string | short |
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| commonPitfalls | string | short |
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---
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### Schema: Good
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**Entity Type:** `Good`
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| Field | Type | Notes |
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|------|------|------|
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| id | string | stable anchor id |
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| name | string | |
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| category | string | Food / Construction / Intermediate / etc |
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| usedFor | array | Construction, Consumption, Input, Trade |
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| providesAttributes | array | `{ attribute, value, consumer? }` |
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| producedBy | array | building links |
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| consumedBy | array | building/tier links |
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---
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### Schema: PopulationTier
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**Entity Type:** `PopulationTier`
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| Field | Type |
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|------|------|
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| id | string |
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| name | string |
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| region | string |
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| workforceFraction | number |
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| needsCategories | array |
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| notes | string |
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| commonPitfalls | string |
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---
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### Schema: ProductionChain
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**Entity Type:** `ProductionChain`
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| Field | Type |
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|------|------|
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| id | string |
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| name | string |
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| steps | array | `{ building, in[], out[], cycleSeconds }` |
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| recommendedRatios | array | `{ building, count }` |
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| bottlenecks | array | goods/buildings |
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| notes | string |
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---
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### Schema: Specialist
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**Entity Type:** `Specialist`
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| Field | Type |
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|------|------|
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| id | string |
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| name | string |
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| rarity | string |
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| category | string |
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| slotType | string |
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| scope | string |
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| effects | array | `{ type, target, value, scope }` |
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| improvesBuildings | array | building links |
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| stackRules | string |
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| usagePatterns | string |
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| commonPitfalls | string |
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---
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### Schema: ShipHull
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**Entity Type:** `ShipHull`
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| Field | Type |
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|------|------|
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| id | string |
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| name | string |
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| sizeClass | string |
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| moduleSlots | number |
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| notes | string |
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---
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### Schema: ShipModule
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**Entity Type:** `ShipModule`
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| Field | Type |
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|------|------|
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| id | string |
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| name | string |
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| effect | string |
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| tradeoffs | string |
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| notes | string |
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---
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## Entities
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## Population Tiers
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### Tier I — Liberti (Latium) / Waders (Albion) {#tier-i}
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- **Entity Type:** PopulationTier
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- **workforceFraction:** `0.50` [oai_citation:3‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64)
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- **needsCategories:** Food, Public Service, Fashion [oai_citation:4‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64)
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- **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)
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- **commonPitfalls:** “Everything upgraded” ⇒ fisheries/farms/sawmills understaffed.
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### Tier II — Plebeians (Latium) / Mercators or Smiths (Albion) {#tier-ii}
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- **Entity Type:** PopulationTier
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- **workforceFraction:** `0.30` [oai_citation:6‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64)
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- **notes:** Tier II introduces major upkeep spikes (mills/bakeries/bricks, etc.). [oai_citation:7‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64)
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- **commonPitfalls:** Overbuilding production buildings drains gold via maintenance. [oai_citation:8‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64)
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### Tier III — Equites (Latium) / Higher Albion tiers {#tier-iii}
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- **Entity Type:** PopulationTier
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- **workforceFraction:** `0.20` [oai_citation:9‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64)
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- **notes:** Higher complexity; shortages cascade across chains. [oai_citation:10‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64)
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### Tier IV — Patricians (Latium) {#tier-iv}
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- **Entity Type:** PopulationTier
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- **workforceFraction:** `0.00` (reported “no workforce”) [oai_citation:11‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64)
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- **notes:** Very high needs; unlock monuments like Amphitheatre. [oai_citation:12‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64)
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---
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## Goods
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### Sardines {#good-sardines}
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- **Entity Type:** Good
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- **category:** Need / Food
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- **usedFor:** Consumption (Liberti Food need)
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- **providesAttributes:** +1 Population, +1 Income
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- **buyPrice:** 12 Dinare
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- **sellPrice:** 4 Dinare
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- **producedBy:** [Fishing Hut (Latium)](#building-fishing-hut)
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- **consumedBy:** [Liberti](#tier-i)
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- **availableFrom:** Liberti
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### Porridge {#good-porridge}
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- **Entity Type:** Good
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- **category:** Food
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- **usedFor:** Consumption (Tier I Food need)
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- **providesAttributes:** +2 Population (per house when fulfilling Food need) [oai_citation:14‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64)
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- **producedBy:** [Porridge Stand](#building-porridge-stand)
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- **consumedBy:** [Tier I](#tier-i)
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### Oats {#good-oats}
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- **Entity Type:** Good
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- **category:** Agricultural
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- **usedFor:** Input (Porridge)
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- **producedBy:** [Oat Farm](#building-oat-farm)
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- **consumedBy:** [Porridge Stand](#building-porridge-stand)
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### Hemp {#good-hemp}
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- **Entity Type:** Good
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- **category:** Agricultural
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- **usedFor:** Input (Tunics)
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- **producedBy:** [Hemp Farm](#building-hemp-farm)
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- **consumedBy:** [Spinner](#building-spinner)
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### Tunics {#good-tunics}
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- **Entity Type:** Good
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- **category:** Clothing / Fashion
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- **usedFor:** Consumption (Tier I Fashion need)
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- **providesAttributes:** +2 Population (reported) [oai_citation:15‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64)
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- **producedBy:** [Spinner](#building-spinner)
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- **consumedBy:** [Tier I](#tier-i)
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### Mackerel {#good-mackerel}
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- **Entity Type:** Good
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- **category:** Raw Material / Agricultural
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- **usedFor:** Input (Garum production)
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- **buyPrice:** 16 Dinare
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- **sellPrice:** 6 Dinare
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- **producedBy:** [Mackerel Fishing Hut (Latium)](#building-mackerel-fishing-hut)
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- **consumedBy:** [Garum Maker (Latium)](#building-garum-maker)
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- **availableFrom:** Plebeians
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### Flax {#good-flax}
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- **Entity Type:** Good
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- **category:** Raw Material / Agricultural
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- **usedFor:** Input (Wigs production chain, Togas production chain)
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- **producedBy:** [Flax Farm (Albion)](#building-flax-farm-albion), Flax Farm (Latium)
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- **consumedBy:** Hairnet Weaver, Weaver
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---
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### Salt {#good-salt}
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- **Entity Type:** Good
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- **category:** Raw Material
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- **usedFor:** Input (Garum production)
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- **producedBy:** [Salt Gardens (Latium)](#building-salt-gardens)
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- **consumedBy:** [Garum Maker (Latium)](#building-garum-maker)
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- **availableFrom:** Plebeians
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### Garum {#good-garum}
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- **Entity Type:** Good
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- **category:** Need / Food
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- **usedFor:** Consumption (Plebeians Food need)
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- **producedBy:** [Garum Maker (Latium)](#building-garum-maker)
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- **consumedBy:** [Plebeians](#tier-ii)
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- **availableFrom:** Plebeians
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### Timber (Planks) {#good-timber}
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- **Entity Type:** Good
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- **category:** Construction Material
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- **usedFor:** Construction, Inputs
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- **producedBy:** [Sawmill](#building-sawmill)
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- **consumedBy:** Many (construction costs reference Timber widely) [oai_citation:16‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64)
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---
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## Buildings
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### Woodcutter Hut {#building-woodcutter-hut}
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- **Entity Type:** Building
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- **category:** Production / Raw Materials
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- **description:** Produces Logs from forest density.
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- **requiredPopulationTier:** [Tier I](#tier-i)
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- **buildCost:** `{ goods: [{ good: "Timber", amount: 2 }] }` [oai_citation:17‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64)
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- **constructionTime:** Instant (reported general rule) [oai_citation:18‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64)
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- **maintenance:** `{ goldPerMin: -5, workforce: [{ tier: "Tier I", count: 2 }] }` (approx.) [oai_citation:19‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64)
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- **workforce:** `[{ tier: Tier I, count: 2 }]` [oai_citation:20‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64)
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- **placementConstraints:** Forest overlap required; low density reduces productivity. [oai_citation:21‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64)
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- **roadRequired:** true [oai_citation:22‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64)
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- **warehouseRequired:** true [oai_citation:23‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64)
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- **inputGoods:** none
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- **outputGoods:** `Unknown (Logs)` (named in text; Good entry not separately defined)
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- **cycleTimeSeconds:** 30 [oai_citation:24‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64)
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- **productionChain:** [Chain: Timber](#chain-timber)
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- **unlockCondition:** Tier I [oai_citation:25‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64)
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- **usagePatterns:** Place deep in dense forest, keep a warehouse in range.
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- **commonPitfalls:** Sparse forest ⇒ “mystery” timber shortages downstream.
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---
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### Sawmill {#building-sawmill}
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- **Entity Type:** Building
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- **category:** Production / Construction Materials
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- **description:** Converts Logs → Timber planks.
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- **requiredPopulationTier:** [Tier I](#tier-i)
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- **buildCost:** `{ goods: [{ good: "Timber", amount: 2 }] }` [oai_citation:26‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64)
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- **constructionTime:** Instant [oai_citation:27‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64)
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- **maintenance:** `{ goldPerMin: -5, workforce: [{ tier: "Tier I", count: 2 }] }` (approx.) [oai_citation:28‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64)
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- **workforce:** `[{ tier: Tier I, count: 2 }]` [oai_citation:29‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64)
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- **placementConstraints:** None special (but requires logistics)
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- **roadRequired:** true [oai_citation:30‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64)
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- **warehouseRequired:** true [oai_citation:31‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64)
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- **inputGoods:** `Unknown (Logs)`
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- **outputGoods:** [Timber](#good-timber)
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- **cycleTimeSeconds:** 30 [oai_citation:32‡research_1.txt](sediment://file_00000000bf1071f69301ec14cba01a64)
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- **productionChain:** [Chain: Timber](#chain-timber)
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- **unlockCondition:** Tier I
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- **usagePatterns:** Pair 1:1 with Woodcutters (matching cycle times).
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- **commonPitfalls:** Too many sawmills ⇒ upkeep drain without benefit.
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---
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### Fishing Hut (Latium) {#building-fishing-hut}
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- **Entity Type:** Building
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- **region:** Latium
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- **category:** Production / Fishery
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- **description:** Coastal fishery producing Sardines.
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- **requiredPopulationTier:** [Liberti](#tier-i)
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- **buildCost:** `{ goods: [{ good: "Planks", amount: 2 }] }`
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- **maintenance:** `{ gold: -6, workforce: [{ tier: "Liberti", count: 4 }] }`
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- **dimensions:** 3x8 (base), 4x11 (with roads)
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- **placementConstraints:** Harbor Area required
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- **inputGoods:** none
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- **outputGoods:** [Sardines](#good-sardines)
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- **cycleTimeSeconds:** 60
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- **providesAttributes:** +1 Population, +1 Income
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- **productionChain:** [Chain: Tier I Food](#chain-tier-i-food)
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- **unlockCondition:** Liberti
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- **usagePatterns:** Cluster fisheries for specialist + area-effect stacking.
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- **commonPitfalls:** Overbuilt fisheries ⇒ gold bleed; also "need flicker" if storage/transport dips.
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- **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)
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---
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### Mackerel Fishing Hut (Latium) {#building-mackerel-fishing-hut}
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- **Entity Type:** Building
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- **region:** Latium
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- **category:** Production / Fishery
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- **description:** Coastal fishery producing Mackerel for Garum production.
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- **requiredPopulationTier:** [Plebeians](#tier-ii)
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- **buildCost:** `{ goods: [{ good: "Planks", amount: 2 }, { good: "Bricks", amount: 1 }] }`
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- **maintenance:** `{ gold: -8, workforce: [{ tier: "Liberti", count: 4 }] }`
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- **dimensions:** 4x9 (base), 6x13 (with roads)
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- **placementConstraints:** Harbor Area required, Fish Population required
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- **inputGoods:** none
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- **outputGoods:** [Mackerel](#good-mackerel)
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- **cycleTimeSeconds:** 60
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- **unlockCondition:** Plebeians
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- **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)
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---
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### Salt Gardens (Latium) {#building-salt-gardens}
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- **Entity Type:** Building
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- **region:** Latium
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- **category:** Production / Raw Materials
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- **description:** Coastal salt extraction facility.
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- **requiredPopulationTier:** [Plebeians](#tier-ii)
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- **placementConstraints:** Harbor Area required
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- **inputGoods:** none
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- **outputGoods:** [Salt](#good-salt)
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- **unlockCondition:** Plebeians
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- **specialists:** Servia Bellia (+25% productivity), Fischdozentin (+10% productivity for Garum chain)
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---
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### Garum Maker (Latium) {#building-garum-maker}
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- **Entity Type:** Building
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- **region:** Latium
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- **category:** Production / Food Processing
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- **description:** Produces Garum fish sauce from Mackerel and Salt.
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- **requiredPopulationTier:** [Plebeians](#tier-ii)
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- **inputGoods:** [Mackerel](#good-mackerel), [Salt](#good-salt)
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- **outputGoods:** [Garum](#good-garum)
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- **unlockCondition:** Plebeians
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- **specialists:** Fischdozentin (+10% productivity for Garum chain)
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---
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### Flax Farm (Albion) {#building-flax-farm-albion}
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- **Entity Type:** Building
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- **region:** Albion
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- **category:** Production / Farm
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- **description:** Produces Flax for clothing production chains.
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- **requiredPopulationTier:** Nobles (Tier 5 Celtic)
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- **buildCost:** `{ goods: [{ good: "Planks", amount: 1 }, { good: "Bricks", amount: 2 }, { good: "Concrete", amount: 2 }] }`
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- **maintenance:** `{ gold: -8, workforce: [{ tier: "Waders", count: 3 }] }`
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- **dimensions:** 4x5 (base), 6x7 (with roads)
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- **placementConstraints:** Fields required
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- **aqueductSupport:** Yes (can be improved with aqueduct connection)
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- **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) |