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

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# Game Systems
Core mechanics that govern how the game economy and logistics work.
## Expansion
- [Settlement](./settlement.md) - Settling new islands and cities
## Trade & Logistics
- [Trading](./trading.md) - Complete trading system overview (passive, active, contracts)
- [Trade Routes](./trade-routes.md) - Automated ship loops between islands
- [Diplomatic Trade](./diplomatic-trade.md) - Passive buy/sell with AI via treaties
## Progression
- [Accolades](./accolades.md) - Hall of Fame metaprogression and achievements
## Economy
- [Maintenance Model](./maintenance.md) - Building upkeep and workforce costs
- [Area Effects](./area-effects.md) - Proximity bonuses and penalties
- [Statistics Screen](./statistics-screen.md) - Production vs consumption diagnostics
## Resources
- [Fertility](./fertility.md) - Island resource availability and regional differences
## City Management
- [Citizen Needs](./citizen-needs.md) - Goods and services required by each population tier
- [City Status](./city-status.md) - Population thresholds, bonuses, and penalties
- [Health, Happiness & Fire Safety](./health-happiness-fire.md) - Incident prevention and City Watch
## Infrastructure
- [Shipyard](./shipyard.md) - Ship construction system
- [Warehouse Cloud](./warehouse-cloud.md) - Shared island storage
## Key Concepts
### Maintenance
Nearly every building has ongoing gold + workforce maintenance:
- Fishing Hut: -6 gold/min, 4 Tier I workers
- Bakery: -14 gold/min, 3 Tier II workers
- Deleting buildings stops upkeep and frees workforce
### Area Effects
Buildings can give positive/negative proximity modifiers:
- Shown by green/red arrows on placement
- Spinner gives income boost near buildings
- Polluters (e.g., Charcoal Burner) decrease happiness/health