40 KiB
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.txtScope Warning (important):
This document only includes entities and numeric stats explicitly present in the supplied research files.
Where a field is unknown, it is markedUnknown(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 | 1–2 lines max |
| requiredPopulationTier | string | link to tier |
| buildCost | object | { gold?, goods[] } |
| constructionTime | string | usually instant per research |
| maintenance | object | { goldPerMin?, workforce[] } |
| workforce | array | [{ tier, count }] |
| placementConstraints | array | coast/marsh/forest/fields/etc |
| roadRequired | boolean | |
| warehouseRequired | boolean | implies “in range of Warehouse/Trading Post” |
| inputGoods | array | links to goods |
| outputGoods | array | links to goods |
| cycleTimeSeconds | number | production cycle time |
| areaEffects | array | { type, value, target, radius? } |
| productionChain | array | links to chain(s) |
| unlockCondition | string | tier, research, count, etc |
| usagePatterns | string | short |
| commonPitfalls | string | short |
Schema: Good
Entity Type: Good
| Field | Type | Notes |
|---|---|---|
| id | string | stable anchor id |
| name | string | |
| category | string | Food / Construction / Intermediate / etc |
| usedFor | array | Construction, Consumption, Input, Trade |
| providesAttributes | array | { attribute, value, consumer? } |
| producedBy | array | building links |
| consumedBy | array | building/tier links |
Schema: PopulationTier
Entity Type: PopulationTier
| Field | Type |
|---|---|
| id | string |
| name | string |
| region | string |
| workforceFraction | number |
| needsCategories | array |
| notes | string |
| commonPitfalls | string |
Schema: ProductionChain
Entity Type: ProductionChain
| Field | Type |
|---|---|
| id | string |
| name | string |
| steps | array |
| 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)
- Entity Type: PopulationTier
- workforceFraction:
0.50oai_citation:3‡research_1.txt - needsCategories: Food, Public Service, Fashion oai_citation:4‡research_1.txt
- 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
- commonPitfalls: “Everything upgraded” ⇒ fisheries/farms/sawmills understaffed.
Tier II — Plebeians (Latium) / Mercators or Smiths (Albion)
- Entity Type: PopulationTier
- workforceFraction:
0.30oai_citation:6‡research_1.txt - notes: Tier II introduces major upkeep spikes (mills/bakeries/bricks, etc.). oai_citation:7‡research_1.txt
- commonPitfalls: Overbuilding production buildings drains gold via maintenance. oai_citation:8‡research_1.txt
Tier III — Equites (Latium) / Higher Albion tiers
- Entity Type: PopulationTier
- workforceFraction:
0.20oai_citation:9‡research_1.txt - notes: Higher complexity; shortages cascade across chains. oai_citation:10‡research_1.txt
Tier IV — Patricians (Latium)
- Entity Type: PopulationTier
- workforceFraction:
0.00(reported “no workforce”) oai_citation:11‡research_1.txt - notes: Very high needs; unlock monuments like Amphitheatre. oai_citation:12‡research_1.txt
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
- Entity Type: Good
- category: Food
- usedFor: Consumption (Tier I Food need)
- providesAttributes: +2 Population (per house when fulfilling Food need) oai_citation:14‡research_1.txt
- producedBy: Porridge Stand
- consumedBy: Tier I
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
- Entity Type: Good
- category: Clothing / Fashion
- usedFor: Consumption (Tier I Fashion need)
- providesAttributes: +2 Population (reported) oai_citation:15‡research_1.txt
- producedBy: Spinner
- consumedBy: Tier I
Mackerel
- Entity Type: Good
- category: Raw Material / Agricultural
- usedFor: Input (Garum production)
- buyPrice: 16 Dinare
- sellPrice: 6 Dinare
- producedBy: Mackerel Fishing Hut (Latium)
- consumedBy: Garum Maker (Latium)
- availableFrom: Plebeians
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
- Entity Type: Good
- category: Raw Material
- usedFor: Input (Garum production)
- producedBy: Salt Gardens (Latium)
- consumedBy: Garum Maker (Latium)
- availableFrom: Plebeians
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
- Entity Type: Building
- category: Production / Raw Materials
- description: Produces Logs from forest density.
- requiredPopulationTier: Tier I
- buildCost:
{ goods: [{ good: "Timber", amount: 2 }] }oai_citation:17‡research_1.txt - constructionTime: Instant (reported general rule) oai_citation:18‡research_1.txt
- maintenance:
{ goldPerMin: -5, workforce: [{ tier: "Tier I", count: 2 }] }(approx.) oai_citation:19‡research_1.txt - workforce:
[{ tier: Tier I, count: 2 }]oai_citation:20‡research_1.txt - placementConstraints: Forest overlap required; low density reduces productivity. oai_citation:21‡research_1.txt
- roadRequired: true oai_citation:22‡research_1.txt
- warehouseRequired: true oai_citation:23‡research_1.txt
- inputGoods: none
- outputGoods:
Unknown (Logs)(named in text; Good entry not separately defined) - cycleTimeSeconds: 30 oai_citation:24‡research_1.txt
- productionChain: Chain: Timber
- unlockCondition: Tier I oai_citation:25‡research_1.txt
- usagePatterns: Place deep in dense forest, keep a warehouse in range.
- commonPitfalls: Sparse forest ⇒ “mystery” timber shortages downstream.
Sawmill
- Entity Type: Building
- category: Production / Construction Materials
- description: Converts Logs → Timber planks.
- requiredPopulationTier: Tier I
- buildCost:
{ goods: [{ good: "Timber", amount: 2 }] }oai_citation:26‡research_1.txt - constructionTime: Instant oai_citation:27‡research_1.txt
- maintenance:
{ goldPerMin: -5, workforce: [{ tier: "Tier I", count: 2 }] }(approx.) oai_citation:28‡research_1.txt - workforce:
[{ tier: Tier I, count: 2 }]oai_citation:29‡research_1.txt - placementConstraints: None special (but requires logistics)
- roadRequired: true oai_citation:30‡research_1.txt
- warehouseRequired: true oai_citation:31‡research_1.txt
- inputGoods:
Unknown (Logs) - outputGoods: Timber
- cycleTimeSeconds: 30 oai_citation:32‡research_1.txt
- productionChain: Chain: Timber
- unlockCondition: Tier I
- usagePatterns: Pair 1:1 with Woodcutters (matching cycle times).
- commonPitfalls: Too many sawmills ⇒ upkeep drain without benefit.
Fishing Hut (Latium)
- 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
- Entity Type: Building
- category: Production / Agriculture
- description: Produces Oats; uses field modules; aqueduct optional.
- requiredPopulationTier: Tier I
- buildCost:
{ goods: [{ good: "Timber", amount: 3 }] }oai_citation:48‡research_1.txt - constructionTime: Instant oai_citation:49‡research_1.txt
- maintenance:
{ goldPerMin: -4, workforce: [{ tier: "Tier I", count: 3 }] }oai_citation:50‡research_1.txt - workforce:
[{ tier: Tier I, count: 3 }]oai_citation:51‡research_1.txt - placementConstraints: Requires fields; requires relevant fertility (oat/grain). oai_citation:52‡research_1.txt
- roadRequired: true oai_citation:53‡research_1.txt
- warehouseRequired: true oai_citation:54‡research_1.txt
- inputGoods: none
- outputGoods: Oats
- cycleTimeSeconds: 60 oai_citation:55‡research_1.txt
- productionChain: 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
- Entity Type: Building
- category: Production / Food
- description: Converts Oats → Porridge.
- requiredPopulationTier: Tier I
- buildCost:
{ goods: [{ good: "Timber", amount: 2 }] }oai_citation:56‡research_1.txt - constructionTime: Instant oai_citation:57‡research_1.txt
- maintenance:
{ goldPerMin: -8, workforce: [{ tier: "Tier I", count: 2 }] }oai_citation:58‡research_1.txt - workforce:
[{ tier: Tier I, count: 2 }]oai_citation:59‡research_1.txt - placementConstraints: Needs road/warehouse.
- roadRequired: true oai_citation:60‡research_1.txt
- warehouseRequired: true oai_citation:61‡research_1.txt
- inputGoods: Oats
- outputGoods: Porridge
- cycleTimeSeconds: 60 oai_citation:62‡research_1.txt
- productionChain: 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
- Entity Type: Building
- category: Production / Agriculture
- description: Produces Hemp for Tunics; uses fields; aqueduct optional.
- requiredPopulationTier: Tier I
- buildCost:
{ goods: [{ good: "Timber", amount: 2 }] }oai_citation:63‡research_1.txt - maintenance:
{ goldPerMin: -4, workforce: [{ tier: "Tier I", count: 3 }] }oai_citation:64‡research_1.txt - placementConstraints: Fields + correct fertility. oai_citation:65‡research_1.txt
- roadRequired: true oai_citation:66‡research_1.txt
- warehouseRequired: true oai_citation:67‡research_1.txt
- outputGoods: Hemp
- cycleTimeSeconds: 60 oai_citation:68‡research_1.txt
- productionChain: Chain: Tunics
- usagePatterns: Keep close to Spinner; reduce hauling delays.
- commonPitfalls: Too few fields or long hauling times ⇒ spinner starvation.
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
- Entity Type: Building
- category: Production / Food (Tier II)
- description: Produces Bread (Tier II staple); high upkeep.
- requiredPopulationTier: Tier II
- buildCost:
Unknown in supplied snippets(but bakery upkeep is explicitly given) oai_citation:73‡research_1.txt - maintenance:
{ goldPerMin: -14, workforce: [{ tier: "Tier II", count: 3 }] }oai_citation:74‡research_1.txt - inputGoods:
Unknown (Flour + Charcoal implied by chain text)oai_citation:75‡research_1.txt - outputGoods:
Unknown (Bread)oai_citation:76‡research_1.txt - cycleTimeSeconds: 60 (from bread chain summary) oai_citation:77‡research_1.txt
- 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
Production Chains
Chain: Timber
- Entity Type: ProductionChain
- steps:
{ building: [Woodcutter Hut](#building-woodcutter-hut), in: [], out: ["Logs"], cycleSeconds: 30 }oai_citation:79‡research_1.txt{ building: [Sawmill](#building-sawmill), in: ["Logs"], out: [Timber](#good-timber), cycleSeconds: 30 }oai_citation:80‡research_1.txt
- recommendedRatios: Woodcutter 1 : Sawmill 1 (matching 30s cycles) oai_citation:81‡research_1.txt
- bottlenecks: Forest density (Woodcutter placement) oai_citation:82‡research_1.txt
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{ building: [Oat Farm](#building-oat-farm), in: [], out: [Oats](#good-oats), cycleSeconds: 60 }oai_citation:84‡research_1.txt{ building: [Porridge Stand](#building-porridge-stand), in: [Oats](#good-oats), out: [Porridge](#good-porridge), cycleSeconds: 60 }oai_citation:85‡research_1.txt
- notes: Many Tier I settlements produce both Sardines and Porridge to maximize population. oai_citation:86‡research_1.txt
Chain: Porridge
- Entity Type: ProductionChain
- steps:
- Oat Farm (60s) → Oats oai_citation:87‡research_1.txt
- Porridge Stand (60s) + Oats → Porridge oai_citation:88‡research_1.txt
- recommendedRatios: Oat Farm 1 : Porridge Stand 1 (both 60s)
- bottlenecks: Field layout, fertility, hauling distance. oai_citation:89‡research_1.txt
Chain: Tunics
- Entity Type: ProductionChain
- steps:
- Hemp Farm (60s) → Hemp oai_citation:90‡research_1.txt
- Spinner (30s) + Hemp → Tunics oai_citation:91‡research_1.txt
- 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
Chain: Bread (summary)
- 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
- recommendedRatios: 2 Wheat : 1 Mill : 2 Bakeries oai_citation:94‡research_3.txt
- bottlenecks: Charcoal availability; bakery upkeep. oai_citation:95‡research_1.txt oai_citation:96‡research_1.txt
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
- 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
- usagePatterns: Monetize surplus production; import hard-to-get goods. oai_citation:99‡research_2.txt
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
- Entity Type: ShipHull
- sizeClass: Small
- moduleSlots: 2 oai_citation:101‡research_2.txt
- notes: Fewer slots; cheaper; likely faster acceleration.
Trireme
- Entity Type: ShipHull
- sizeClass: Medium
- moduleSlots: 3 oai_citation:102‡research_2.txt
Quinquireme
- Entity Type: ShipHull
- sizeClass: Large
- moduleSlots: 4 oai_citation:103‡research_2.txt
- notes: More capacity and HP; slower acceleration. oai_citation:104‡research_2.txt
Modules
Mast
- Entity Type: ShipModule
- effect: +long-distance speed (wind) oai_citation:105‡research_2.txt
Rows (Oars)
- Entity Type: ShipModule
- effect: +base speed, acceleration, maneuver oai_citation:106‡research_2.txt
- tradeoffs: Consumes more crew than sails. oai_citation:107‡research_2.txt
Reinforced Hull
- Entity Type: ShipModule
- effect: +health/durability oai_citation:108‡research_2.txt
Archer Tower
- Entity Type: ShipModule
- effect: short-range multi-arrow attack (all-around) oai_citation:109‡research_2.txt
- tradeoffs: Requires more soldiers/crew. oai_citation:110‡research_2.txt
Scorpio
- Entity Type: ShipModule
- effect: side-mounted high-damage spears (medium range) oai_citation:111‡research_2.txt
Onager
- Entity Type: ShipModule
- effect: forward catapult (long range, high damage, low accuracy) oai_citation:112‡research_2.txt
Ship Design Slots
- rule: Save up to 2 custom designs per hull per shipyard (6 total). oai_citation:113‡research_2.txt
- rule: Ships cannot be refitted after building (per research text). oai_citation:114‡research_2.txt
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:
- Eel Grabber
- Oyster Bed (not defined in supplied files; placeholder)
- Cockle Picker
- Scomber's Shack (placeholder)
- Fishing Hut
- 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
- rule: Nearly every building has ongoing gold + workforce maintenance. oai_citation:117‡research_1.txt
- example: Fishing Hut costs −6 gold/min and uses 4 Tier I workers. oai_citation:118‡research_1.txt
- example: Bakery costs −14 gold/min and uses 3 Tier II workers. oai_citation:119‡research_1.txt
- rule: Deleting buildings stops upkeep and frees workforce. oai_citation:120‡research_1.txt
Area Effects
- rule: Buildings can give positive/negative proximity modifiers (shown by green/red arrows on placement). oai_citation:121‡research_1.txt
- example: Spinner gives income boost near buildings. oai_citation:122‡research_1.txt
- example: Polluters (e.g., Charcoal Burner) decrease happiness/health (mentioned). oai_citation:123‡research_1.txt
Statistics Screen
- rule: Use statistics to compare production vs consumption; overproduction flagged (e.g., “too much Sheep”). oai_citation:124‡research_2.txt
- diagnostic:
- Green bar high ⇒ overproduction ⇒ export/demolish/disable
- White bar high ⇒ shortage ⇒ add buildings or fix logistics oai_citation:125‡research_2.txt
Monuments
Amphitheatre
- Entity Type: Building (Monument)
- unique: One per island (reported) oai_citation:126‡research_1.txt
- unlockCondition: Patricians exist (Tier IV) oai_citation:127‡research_1.txt
- construction: 4 stages; large time + resources; later stages require expensive materials (marble/glass/iron mentioned) oai_citation:128‡research_1.txt
- effects (complete): +3 Population, +3 Happiness, +7 Prestige (large radius) oai_citation:129‡research_1.txt
- events: Hosts events (local games / grand games / naumachia) consuming goods/workforce for city buffs. oai_citation:130‡research_1.txt
- commonPitfalls: Starting monument too early can bankrupt you (maintenance + diverted materials).
Troubleshooting Playbooks
Playbook: “My income is bouncing up and down”
- Check upkeep spikes: did you place a high-upkeep building (e.g., Bakery)? oai_citation:131‡research_1.txt
- Check need flicker: are food/clothing stocks dipping to zero intermittently? (storage/transport) oai_citation:132‡research_1.txt
- Check workforce: red hammer / missing tier workers after upgrades. oai_citation:133‡research_1.txt
- Open Statistics Screen: verify production vs consumption bars. oai_citation:134‡research_2.txt
- Fix by priority: Tier I Food → Tier I Fashion → Tier II staple chains.
Playbook: “Game says I have too much Sheep”
- Confirm overproduction in Statistics Screen. oai_citation:135‡research_2.txt
- Add/scale downstream processor (Felter) if present in your build.
- Export surplus via trade routes or diplomatic orders. oai_citation:136‡research_2.txt
- Demolish/disable extra farms to stop upkeep drain. oai_citation:137‡research_1.txt
Playbook: “Why are my houses not upgrading?”
- Ensure at least one need per category is met. oai_citation:138‡research_1.txt
- Ensure service buildings’ area coverage includes houses (roads/range). oai_citation:139‡research_1.txt
- 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)