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anno-117-docs/docs/systems/health-happiness-fire.md
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# Health, Happiness, and Fire Safety
**Entity Type:** SystemEntity
Health, Happiness, and Fire Safety are city attributes that affect the likelihood and severity of incidents. Keeping these attributes positive prevents disease outbreaks, uprisings, and fires from damaging your buildings.
## Overview
As your city grows, maintaining positive Health, Happiness, and Fire Safety becomes more challenging. Higher City Status levels apply increasing penalties per residence:
| City Status | Happiness Penalty | Health Penalty | Fire Safety Penalty |
|-------------|-------------------|----------------|---------------------|
| Tier IV (Major Imperial City) | -3.9/residence | -1.4/residence | -3.2/residence |
| Tier VII (Growing Megalopolis) | -11.3/residence | -8.8/residence | -6.9/residence |
*Note: Exact values vary based on population and difficulty settings.*
## Incidents
Once your city reaches level II, it becomes vulnerable to incidents:
- **Disease** - Caused by low Health
- **Uprising** - Caused by low Happiness
- **Fire** - Caused by low Fire Safety
Buildings damaged by incidents become ruins and cease to function until rebuilt. You can wait for passive rebuilding or use the Upgrade tool to rebuild immediately.
### Major Incidents
When any attribute drops below -500, major incidents can occur:
| Attribute | Major Incident | Frequency | Buildings Affected |
|-----------|---------------|-----------|-------------------|
| Health < -500 | Plague (or Justinian Plague if very low) | ~24h (or ~12h if lower) | 30-50 |
| Happiness < -500 | Major Uprising | ~24h (or ~12h if lower) | 30-50 |
| Fire Safety < -500 | Inferno | ~24h (or ~12h if lower) | 30-50 |
Major incidents trigger special events with multiple resolution options that may affect Emperor favor and provide temporary city buffs/debuffs.
## City Watch Buildings
The City Watch is your first line of defense against incidents:
| Building | Color | Primary Effect | Function |
|----------|-------|----------------|----------|
| Vigiles | Red | Fire Safety | Send firefighters to extinguish and rebuild burning buildings |
| Custodia | Blue | Happiness | Patrol streets, quell riots, and suppress crime |
| Medici | Green | Health | Send Medica to treat diseased citizens |
City Watch effects and patrol efficiency can be improved through Discovery Tree technologies.
## Amenities
Small buildings that provide attribute bonuses to nearby buildings (unlocked via research):
| Amenity | Effect |
|---------|--------|
| Well | Fire Safety |
| Watchtower | Happiness |
| Latrine | Health |
*Note: Amenities have small radii and no incident response patrols. Use them as supplementary bonuses rather than primary defense.*
## Goods That Provide Attributes
### Health
| Good | Effect | Citizens | Region |
|------|--------|----------|--------|
| Soap | +2 Health | Plebeians, Mercators | Latium |
| Olive Oil | +1 Health | Plebeians, Mercators | Latium |
| Oysters with Caviar | +2 Health | Patricians | Latium |
| Cloaks | +2 Health (Patricians), +2 Health (Elders) | Patricians, Elders | Albion |
| Handmirrors | +2 Health | Patricians | Albion |
| Reed Shoes | +1 Health | Waders | Albion |
| Fur Hats | +1 Health | Elders | Albion |
| Chariots | -1 Health (Patricians) | Patricians, Elders | Albion |
### Happiness
| Good | Effect | Citizens | Region |
|------|--------|----------|--------|
| Pileus | +1 Happiness | Liberti | Latium |
| Garum | +1 Happiness | Plebeians | Latium |
| Wine | +1 Happiness (Equites), +3 Happiness (Elders, Nobles) | Equites, Elders, Nobles | Latium |
| Cloaks | +2 Happiness (Patricians) | Patricians, Elders | Albion |
| Loungers | +1 Happiness | Patricians | Latium |
| Chariots | +2 Happiness (Patricians), +1 Happiness (Elders) | Patricians, Elders | Albion |
| Cockles | +1 Happiness | Waders | Albion |
| Beer | +2 Happiness | Smiths | Albion |
| Drinking Horns | +2 Happiness | Smiths | Albion |
| Fur Hats | +2 Happiness | Elders | Albion |
| Sausages | +1 Happiness | Mercators | Albion |
| Bird Tongue in Aspic | -2 Happiness | Patricians, Nobles | Albion |
### Fire Safety
| Good | Effect | Citizens | Region |
|------|--------|----------|--------|
| Amphorae | +1 Fire Safety | Plebeians, Mercators | Latium |
| Wigs | -1 Fire Safety | Nobles | Albion |
| Loungers | -1 Fire Safety | Patricians | Latium |
## Specialists
Specialists can be socketed into Villas or Officiums to provide attribute bonuses:
### Rare Specialists
| Specialist | Effect |
|------------|--------|
| Buccaneering Bucketeer | +2 Fire Safety from Amphorae, if supplied |
| Roasted Roustabout | +1.2 Fire Safety to Residences in range |
| Materialist Medicus | +1 Health from Medici in range |
| Iron-Grade Ironist | +1.2 Happiness to Residences in range |
| Confident Vigilo | +1 Fire Safety from Vigiles in range |
| Urbane Auxilia | +1 Happiness from Custodes in range |
### Epic Specialists
| Specialist | Effect |
|------------|--------|
| Senuacus, Dousing Dozer | +1.8 Fire Safety to Residences in range |
| O'Buiochas, Master of Unwinding | +1.5 Happiness from Lythier in range |
| Iain Thespis, Brightener of Days | +1.8 Happiness to Residences in range |
| Octriuil, Gifted Healer | +1.8 Health to Residences in range |
### Legendary Specialists
| Specialist | Effect |
|------------|--------|
| Zeno Salvia, Collegiate of Rex Infernus | +3 Health and +0.5 Income to Residences in range |
## Public Service Buildings
Buildings that provide positive radius effects to all residences nearby:
| Building | Effect |
|----------|--------|
| Tavern / Bardic Hearth | +1 Population, +1 Happiness |
| Market | +1 Population, +1 Income |
| Sanctuary | +1 Happiness, +2 Belief |
| Grammaticus | +3 Knowledge |
| Theatre | +3 Happiness, +1 Knowledge, +1 Prestige |
| Temple | +2 Population, +6 Belief |
| Library | -2 Fire Safety, +7 Knowledge, +3 Prestige |
| Recreation Ground (Celtic) | +1 Happiness, +1 Health, +1 Prestige |
| Fanum (Albion) | +2 Belief, +1 Knowledge |
| Alder Council (Celtic) | +2 Population, +1 Belief, +1 Knowledge |
### Shrines
| Shrine | Effect |
|--------|--------|
| Shrine of Ceres | +1 Population, +1 Health |
| Shrine of Epona | +1 Population, +1 Happiness |
| Shrine of Neptune | +1 Income, +1 Fire Safety |
| Shrine of Cernunnos | +1 Health, +1 Belief |
*Tip: The bigger the public service building, the bigger its radius of influence. Higher tier roads also extend building influence.*
## Marvels and Aqueducts
Large structures with significant attribute bonuses:
| Marvel | Effect | Province |
|--------|--------|----------|
| Aqueduct Cistern | +3 Health, +3 Fire Safety | Albion (Romanized), Latium |
| Forum | +2 Population, +2 Income, +3 Prestige | Latium |
| Baths | +2 Population, +2 Health, +3 Fire Safety | Latium |
| Amphitheatre (limit 1/island) | +3 Population, +3 Health, +7 Prestige | Latium |
| Barrow (Celtic) | +2 Health, +3 Belief, +2 Prestige | Albion |
| Sacred Grove (Celtic) | +4 Belief, +3 Knowledge | Albion |
*The Aqueduct is crucial for fire safety in large cities - place cisterns around your city to supplement Vigiles coverage.*
## Building Radius Effects
Some production buildings apply negative effects to nearby residences:
| Building | Effect |
|----------|--------|
| Charcoal Burner | -3 Health, -3 Fire Safety |
| Soapmaker | +1 Health, -1 Happiness |
Place polluting buildings away from residences. Buildings like Soapmaker can be strategically placed near residences if you need Health and can afford the Happiness penalty.
## Festivals
Positive Health, Happiness, or Fire Safety can trigger festival opportunities through Ben-Baalion. Festivals provide temporary city-wide bonuses for several hours. However, festivals are not consistent enough to rely on as a primary attribute source.
## Incident Settings
Game Setup menu options affecting incidents:
| Setting | Options |
|---------|---------|
| Incidents | Easy (fewer), Medium (balanced), Hard (more frequent) |
| Incident Protection | Off (default), On prevents incidents if attribute >1000, highest setting prevents if attribute is positive |
| City Status Impact on Incidents | Easy (no penalty), Medium (small penalty), Hard (severe penalty) |
## Related Systems
- [Area Effects](./area-effects.md) - General proximity bonus/penalty system
- [Maintenance Model](./maintenance.md) - Building upkeep costs