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anno-117-docs/docs/systems/health-happiness-fire.md
2025-12-30 18:35:00 +01:00

8.2 KiB

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)