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{
"url": "https://www.ign.com/wikis/anno-117-pax-romana/Anno_117_City_Status_Guide",
"source": "ign",
"title": "Anno 117 City Status Guide - Anno 117: Pax Romana Guide - IGN",
"text_content": "Task Search\nChecklists\nGuides\nMarkers\nVideos\nSort and Filter\nNo Results\nChecklists\nNew Checklist\nAll Lists\nMy Checklists\nAll\nAll Lists\nMy Checklists\nHow creative can you get with your first free checklist?\nCreate a free account\nAnno 117 City Status Guide\nBy\nTenkiei\n,\nJen Rothery\n,\n+2 more\nupdated\nNov 21, 2025\nCity Status\nin Anno 117 is a measure of growth, therefore, the way to raise your city's status is by increasing your population. As a city's status increases it gains bonuses to Belief, Knowledge, and Prestige. But with a bigger city comes new problems, in the form of penalties to Health, Happiness, and Fire Safety. Once you reach City Status II (Minor City), you begin experiencing incidents like disease, fire, or unrest. This becomes increasingly difficult to manage as your city grows. So if you want to learn\nhow to manage city Health, Happiness and Fire Safety\n, check out our guide on that topic!\nAnno 117 City Statuses Explained\nA city's\npopulation\ndetermines its\nstatus\n, but there are\nadditional factors\nwhen it comes to determining the\neffect\nof that status. Chief among them is a City's exact population, so two cities with the same \"Status\" may have slightly different penalties based on where their populations fall within the range. This also means you don't get hit with a huge penalty to Happiness, Health, or Fire Safety just because your city ticked over.\nIn Albion, there are differences between Romanized and Celtic cities. Because the islands in Albion are smaller and have less space, the City Status requirements are lower.\nTo keep things simple, the below table is for Status I to XI cities in Latium that are roughly near the minimum needed to achieve that status. If you continue to expand, your city can expand past XI, but the bonus pattern doesn't change. Cities in Albion have lower population requirements, and give\nmore bonuses to Knowledge or Belief depending on whether you choose the Celtic path or the Roman path.\nStatus\nPopulation\nPenalties\nBonuses (Per Residence)\nOutpost (I)\n0-200\nNone\nNone\nMinor City (II)\n200-400\nNone\nNone\nMajor Colonia (III)\n400-800\n-1.3 Fire Safety\n+1 Belief\nMajor Imperial City (IV)\n800-1,500\n-2.5 Happiness, -2.5 Fire Safety\n+2 Belief, +1 Knowledge\nVast Imperial City (V)\n1,500-3,000\n-5 Happiness, -2.5 Health, -3.8 Fire Safety\n+3 Belief, +2 Knowledge, +1 Prestige\nMinor Megalopolis (VI)\n3,000-5,000\n-7.5 Happiness, -5 Health, -5 Fire Safety\n+4 Belief, +3 Knowledge, +2 Prestige\nGrowing Megalopolis (VII)\n5,000-7,500\n-10 Happiness, -7.5 Health, -6.3 Fire Safety\n+5 Belief, +4 Knowledge, +3 Prestige\nMinor Monstropolis (VIII)\n7,500-10,000\n-12.5 Happiness, -10 Health, -7.5 Fire Safety\n+6 Belief, +5 Knowledge, +4 Prestige\nGrowing Monstropolis (IX)\n10,000-15,000\n-13.8 Happiness, -12.5 Health, -7.8 Fire Safety\n+7 Belief, +6 Knowledge, +5 Prestige\nMajor Monstropolis (X)\n15,000-20,000\n-15 Happiness, -12.8 Health, -8 Fire Safety\n+8 Belief, +7 Knowledge, +6 Prestige\nVast Monstropolis (XI)\n20,000-25,000\n-16.3 Happiness, -13 Health, -8.3 Fire Safety\n+9 Belief, +8 Knowledge, +7 Prestige\nIf you're struggling, you can\nadjust the penalties implied by larger cities using the City Status on Incidents setting in the menu\n.\nPenalty Curve\nAfter you reach the size of Vast Imperial City, the\nbonuses\nyou gain from City Status grow in a linear manner. You get +1 Belief, +1 Knowledge, and +1 Prestige per Residence. But the\npenalties\ndo not follow a similar curve. They grow more unevenly, which means you need to worry more about some attributes than others as your city grows. For example when going from a\nVast Imperial City (V)\nto a\nMinor Megalopolis (VI)\nthe Fire Safety penalty goes from -3.8 to -5, a fairly tame increase. But the Health penalty jumps from -2.5 to -5 and the Happiness penalty increases from -5 to -7.5. This means you need to put a significant amount of effort into accounting for these attributes.\nThis curve starts to even out around Class IX (9) and X (10). The penalties added per level are more gentle, and if you've constructed an Amphitheatre the happiness bonus it provides to everything on your island should completely negate happiness penalties (while also providing a huge population bonus). So next up let's talk about how you raise a city's status and grow your small Outpost into a Monstropolis in the first place.\nHow to Raise a City's Status\nSince status is tied to population, the simple answer is build more houses to increase your population. But more people means more problems. You need to\nbuild supply chains, to ensure your citizens have the goods they require\n. This means more production buildings, and support services. This simple fix is further complicated by the fact that each island only has so much space, you cannot simply continue building more houses forever! So instead, you need to increase your population attribute. This means more people can live in a given house. A Libertus residence might have a population of 14, whereas a Patrician residence can have 30+ (depending on the resources you supply).\nLook for resources with the Population attribute, or Public Service and Marvel buildings which provide population. Here are some examples of Goods and Services which increase population:\nGoods\nServices / Marvels\nSardines\nMarket\nPorridge\nTavern (Latium)\nCockles\nBardic Hearth (Albion)\nEels\nGambling House (requires technology)\nBread\nAlder Council (Celtic)\nCheese\nForum\nBeer\nBaths\nSausages\nAmphitheatre\nRoast Beef\nShrine of Ceres, Epona, or Mars\nOysters with Caviar\nRemember, higher tier houses can gain the effects of lower tier goods, but the reverse does not apply. You can supply\nSardines\nto your Patricians, but you cannot satisfy your Liberti with\nOysters and Caviar\n. In addition, some specialists provide population.\nBaker Augcrusta,\nfor example, adds +2 population when your citizens are supplied with bread. This means her buff applies to all Plebeian, Mercator, Equite, Noble, and Patrician housing.\nSo the longer answer on \"how do I raise my City's status\" is that you should build more high tier housing, while providing goods and services with a population bonus. You then need to settle additional islands (or open trade routes) to provide these exotic goods, and place Specialists in a Villa or Officium for even more bonuses. This approach works in both Latium and Albion but it's easier to pull off in Latium where there are more islands with large open spaces. Good luck in creating your own monster city!\nUp Next:\nHow to Settle New Cities and Islands\nPrevious\nHow to Manage City Health, Happiness and Fire Safety\nNext\nHow to Settle New Cities and Islands\nTop Guide Sections\nAnno 117 Campaign Mission Checklist\nAnno 117 Production Ratio Guide\nAnno 117 Supply Chains Explained\nHall of Fame and Accolades Guide & Unlock Checklist\nWas this guide helpful?\nLeave feedback\nIn This Guide\nAnno 117: Pax Romana\nUbisoft\nNov 13, 2025\nLearn more\nGo to comments",
"tables": [
[
[
"Status",
"Population",
"Penalties",
"Bonuses (Per Residence)"
],
[
"Outpost (I)",
"0-200",
"None",
"None"
],
[
"Minor City (II)",
"200-400",
"None",
"None"
],
[
"Major Colonia (III)",
"400-800",
"-1.3 Fire Safety",
"+1 Belief"
],
[
"Major Imperial City (IV)",
"800-1,500",
"-2.5 Happiness, -2.5 Fire Safety",
"+2 Belief, +1 Knowledge"
],
[
"Vast Imperial City (V)",
"1,500-3,000",
"-5 Happiness, -2.5 Health, -3.8 Fire Safety",
"+3 Belief, +2 Knowledge, +1 Prestige"
],
[
"Minor Megalopolis (VI)",
"3,000-5,000",
"-7.5 Happiness, -5 Health, -5 Fire Safety",
"+4 Belief, +3 Knowledge, +2 Prestige"
],
[
"Growing Megalopolis (VII)",
"5,000-7,500",
"-10 Happiness, -7.5 Health, -6.3 Fire Safety",
"+5 Belief, +4 Knowledge, +3 Prestige"
],
[
"Minor Monstropolis (VIII)",
"7,500-10,000",
"-12.5 Happiness, -10 Health, -7.5 Fire Safety",
"+6 Belief, +5 Knowledge, +4 Prestige"
],
[
"Growing Monstropolis (IX)",
"10,000-15,000",
"-13.8 Happiness, -12.5 Health, -7.8 Fire Safety",
"+7 Belief, +6 Knowledge, +5 Prestige"
],
[
"Major Monstropolis (X)",
"15,000-20,000",
"-15 Happiness, -12.8 Health, -8 Fire Safety",
"+8 Belief, +7 Knowledge, +6 Prestige"
],
[
"Vast Monstropolis (XI)",
"20,000-25,000",
"-16.3 Happiness, -13 Health, -8.3 Fire Safety",
"+9 Belief, +8 Knowledge, +7 Prestige"
]
],
[
[
"Goods",
"Services / Marvels"
],
[
"Sardines",
"Market"
],
[
"Porridge",
"Tavern (Latium)"
],
[
"Cockles",
"Bardic Hearth (Albion)"
],
[
"Eels",
"Gambling House (requires technology)"
],
[
"Bread",
"Alder Council (Celtic)"
],
[
"Cheese",
"Forum"
],
[
"Beer",
"Baths"
],
[
"Sausages",
"Amphitheatre"
],
[
"Roast Beef",
"Shrine of Ceres, Epona, or Mars"
],
[
"Oysters with Caviar",
""
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