196 lines
7.5 KiB
Markdown
196 lines
7.5 KiB
Markdown
# Specialists System
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Specialists are special items that can be equipped to buildings to provide various bonuses and effects. They are a key mechanic for optimizing production, income, and city attributes.
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## Overview
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- **Slot Type:** Buildings have specialist slots that accept specific categories
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- **Effects:** Can include productivity bonuses, workforce reduction, maintenance reduction, area effects
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- **Sources:** Obtained via traders, quests, Hall of Fame, or research
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## Rarity Tiers
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| Rarity | German | Description |
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|--------|--------|-------------|
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| Common | Gewoehnlich | Basic specialists with modest effects |
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| Rare | Selten | Better effects, often with dual bonuses |
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| Epic | Episch | Strong effects, may include area bonuses |
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| Legendary | Legendaer | Powerful specialists with multiple effects and unlock conditions |
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| Unique | Einzigartig | One-of-a-kind specialists with exceptional abilities |
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## Categories
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Specialists are organized into the following categories, which determine what buildings they can be equipped to:
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| Category | German | Focus |
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|----------|--------|-------|
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| Civic | Zivilgesellschaft | Prestige, city services |
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| Economic | Wirtschaft | Workforce, production efficiency |
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| Religion | Religion | Belief bonuses |
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| Culture | Kultur | Happiness bonuses |
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| Finance | Finanzen | Income bonuses |
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| Military | Militaer | Fire safety, defense, recruitment |
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| Nature | Natur | Health bonuses |
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| Research | Forschung | Knowledge bonuses |
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| Seafaring | Seefahrt | Ship bonuses (speed, cargo, combat) |
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## Acquisition Sources
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### Traders
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Specialists can be purchased from various traders:
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| Source | German | Region |
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|--------|--------|--------|
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| All Traders | Alle Haendler | Available from any trader |
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| Latium Traders | Latium Haendler | Roman region traders only |
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| Albion Traders | Albion Haendler | Celtic region traders only |
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### Named Traders
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| Trader | Specialization |
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|--------|----------------|
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| Diana | Various specialists |
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| Valeria | Various specialists |
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| Corvinus | Various specialists |
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| Manx | Various specialists |
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### Research
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Specialists can be unlocked through research trees:
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| Research Path | German |
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|---------------|--------|
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| Specialist Economy | Forschung (Spezialist Wirtschaft) |
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| Specialist Civic | Forschung (Spezialist Zivil) |
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| Specialist Military | Forschung (Spezialist Militaer) |
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### Hall of Fame
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Some specialists are rewards from the Hall of Fame (Ruhmeshalle) achievement system. These often have unlock conditions that must be met.
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## Effect Types
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### Production Effects
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| Effect | Example | Description |
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|--------|---------|-------------|
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| Productivity | +25% | Increases production output |
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| Workforce Required | -25% | Reduces worker requirements |
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| Maintenance Costs | -50% | Reduces gold upkeep |
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| Water Consumption | -50% | Reduces water needs |
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| Fuel Efficiency | +35% | Reduces charcoal/fuel consumption |
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| Bonus Output | +1t every 10 cycles | Extra goods produced periodically |
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### Area Effects
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Area effects apply bonuses to all buildings within the specialist's range:
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| Effect | Example | Description |
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|--------|---------|-------------|
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| Income Area Effect | +1.5 | Bonus income for Residences in radius |
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| Health Area Effect | +1 | Bonus health for buildings in radius |
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| Belief Area Effect | +0.5 | Bonus belief for buildings in radius |
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| Happiness Area Effect | +1 | Bonus happiness for buildings in radius |
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| Prestige Area Effect | +1.5 | Bonus prestige for buildings in radius |
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| Knowledge Area Effect | +1 | Bonus knowledge for buildings in radius |
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| Fire Safety Area Effect | +1 | Bonus fire safety for buildings in radius |
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### Conditional Effects
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Some specialists provide bonuses based on goods or conditions:
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| Pattern | Example |
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|---------|---------|
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| Attribute from Good | +3 Income from Necklaces |
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| Attribute if available | +2 Belief from Recreation Ground, if available |
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| Workforce type change | Operated by Plebeian workforce instead of Liberti workforce |
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### Military/Combat Effects
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| Effect | Description |
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|--------|-------------|
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| Attack Range | Increases attack distance |
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| Attack Speed | Increases attack frequency |
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| Precision | Increases accuracy |
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| Hitpoints | Increases durability |
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| Troop Recruitment Speed | Faster training |
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| Troop Recruitment Cost | Reduced training costs |
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| Ship Repair Speed | Faster repairs |
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## Workforce Type Changes
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Some specialists can change the workforce type required by a building. This is useful for optimizing population distribution:
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| Original Workforce | New Workforce |
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|-------------------|---------------|
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| Liberti | Plebeians |
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| Waders | Smiths |
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| Waders | Mercators |
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| Waders | Nobles |
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## Unlock Conditions
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Legendary and Unique specialists often have unlock conditions:
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| Condition Type | Example |
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|---------------|---------|
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| Population | Host at least 600 island residents |
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| Reputation | Requires reputation with the Emperor |
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| Alliance | Alliance with specific character |
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| Island Dedication | Dedicate island to specific god |
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| Building Count | More than 15 Grammaticus |
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| Attribute Generation | Generate at least 1,000 Prestige |
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| War Status | Must be at war |
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| Trade Activity | More than 20 ships must have traded in your harbor |
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## Building Scope
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Specialists affect different building categories:
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| Scope | German | Buildings Affected |
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|-------|--------|-------------------|
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| Residences | Wohnhaeuser | Population housing |
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| Arable Farms | Ackerbaubetriebe | Wheat, Oats, Flax, Hemp, Barley farms |
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| Extractors | Extrahierer | Mills, Dye Works, Salt Gardens, etc. |
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| Fisheries | Fischereien | Fishing huts, Mackerel huts |
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| Mines | Minen/Gruben | Iron, Copper, Silver, Tin, Gold mines |
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| Plantations | Plantagen | Herb Gardens, Vineyards, Olive Growers |
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| Smelters | Schmelzoefen | Bronze, Glass, Gold, Silver smelters |
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| Armouries | Waffenkammern | Armour Smiths, Weapon Smiths |
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| Kitchens | Kuechen | Bakeries, Cheese Makers, Deliciums |
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| Workshops | Werkstaetten | Lyre Makers, Lounger Makers, etc. |
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| City Watches | Stadtwachen | Custodes, Medici, Vigiles |
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| Towers | Tuerme | Defensive towers |
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| Recruitment Buildings | Rekrutierungsgebaeude | Barracks, Campus Equitum, Siege Workshops |
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| Marvels | Prachtbauten | Amphitheatre, Baths, Forum, Temple |
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| Shrines | Schreine | Shrines to various gods |
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## Production Chain Bonuses
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Some specialists provide bonuses to entire production chains:
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| Chain | Buildings Affected |
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|-------|-------------------|
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| Bread Chain | Wheat Farm, Mill, Bakery |
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| Beer Chain | Barley Farm, Maltery, Brewery |
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| Garum Chain | Salt Gardens, Mackerel Hut, Garum Maker |
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| Chariot Chain | Reed Gatherer, Horse Catcher, Frame Builder, Chariot Workshop |
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| Wig Chain | Flax Farm, Hair Net Weaver, Resin Tapper, Wig Maker |
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| Amphora Chain | Clay Pit, Mud Dryer, Potter |
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## Tips for Specialist Usage
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1. **Match Categories:** Ensure the specialist category matches the building slot type
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2. **Stack Carefully:** Some effects may have stacking limitations
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3. **Consider Placement:** Area effects only apply to buildings within radius
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4. **Unlock Requirements:** Check unlock conditions before expecting to use Legendary/Unique specialists
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5. **Regional Availability:** Some specialists are only available from specific region traders
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6. **Production Chains:** Chain-wide specialists are valuable for boosting entire production lines
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## Related Documentation
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- [Specialists Index](/docs/specialists/_index.md) - Complete list of all specialists
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- [Area Effects](./area-effects.md) - How proximity bonuses work
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- [Maintenance Model](./maintenance.md) - Building upkeep costs
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