206 lines
8.2 KiB
Markdown
206 lines
8.2 KiB
Markdown
# Health, Happiness, and Fire Safety
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**Entity Type:** SystemEntity
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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.
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## Overview
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As your city grows, maintaining positive Health, Happiness, and Fire Safety becomes more challenging. Higher City Status levels apply increasing penalties per residence:
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| City Status | Happiness Penalty | Health Penalty | Fire Safety Penalty |
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|-------------|-------------------|----------------|---------------------|
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| Tier IV (Major Imperial City) | -3.9/residence | -1.4/residence | -3.2/residence |
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| Tier VII (Growing Megalopolis) | -11.3/residence | -8.8/residence | -6.9/residence |
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*Note: Exact values vary based on population and difficulty settings.*
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## Incidents
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Once your city reaches level II, it becomes vulnerable to incidents:
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- **Disease** - Caused by low Health
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- **Uprising** - Caused by low Happiness
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- **Fire** - Caused by low Fire Safety
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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.
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### Major Incidents
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When any attribute drops below -500, major incidents can occur:
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| Attribute | Major Incident | Frequency | Buildings Affected |
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|-----------|---------------|-----------|-------------------|
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| Health < -500 | Plague (or Justinian Plague if very low) | ~24h (or ~12h if lower) | 30-50 |
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| Happiness < -500 | Major Uprising | ~24h (or ~12h if lower) | 30-50 |
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| Fire Safety < -500 | Inferno | ~24h (or ~12h if lower) | 30-50 |
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Major incidents trigger special events with multiple resolution options that may affect Emperor favor and provide temporary city buffs/debuffs.
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## City Watch Buildings
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The City Watch is your first line of defense against incidents:
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| Building | Color | Primary Effect | Function |
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|----------|-------|----------------|----------|
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| Vigiles | Red | Fire Safety | Send firefighters to extinguish and rebuild burning buildings |
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| Custodia | Blue | Happiness | Patrol streets, quell riots, and suppress crime |
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| Medici | Green | Health | Send Medica to treat diseased citizens |
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City Watch effects and patrol efficiency can be improved through Discovery Tree technologies.
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## Amenities
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Small buildings that provide attribute bonuses to nearby buildings (unlocked via research):
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| Amenity | Effect |
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|---------|--------|
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| Well | Fire Safety |
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| Watchtower | Happiness |
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| Latrine | Health |
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*Note: Amenities have small radii and no incident response patrols. Use them as supplementary bonuses rather than primary defense.*
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## Goods That Provide Attributes
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### Health
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| Good | Effect | Citizens | Region |
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|------|--------|----------|--------|
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| Soap | +2 Health | Plebeians, Mercators | Latium |
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| Olive Oil | +1 Health | Plebeians, Mercators | Latium |
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| Oysters with Caviar | +2 Health | Patricians | Latium |
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| Cloaks | +2 Health (Patricians), +2 Health (Elders) | Patricians, Elders | Albion |
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| Handmirrors | +2 Health | Patricians | Albion |
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| Reed Shoes | +1 Health | Waders | Albion |
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| Fur Hats | +1 Health | Elders | Albion |
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| Chariots | -1 Health (Patricians) | Patricians, Elders | Albion |
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### Happiness
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| Good | Effect | Citizens | Region |
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|------|--------|----------|--------|
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| Pileus | +1 Happiness | Liberti | Latium |
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| Garum | +1 Happiness | Plebeians | Latium |
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| Wine | +1 Happiness (Equites), +3 Happiness (Elders, Nobles) | Equites, Elders, Nobles | Latium |
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| Cloaks | +2 Happiness (Patricians) | Patricians, Elders | Albion |
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| Loungers | +1 Happiness | Patricians | Latium |
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| Chariots | +2 Happiness (Patricians), +1 Happiness (Elders) | Patricians, Elders | Albion |
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| Cockles | +1 Happiness | Waders | Albion |
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| Beer | +2 Happiness | Smiths | Albion |
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| Drinking Horns | +2 Happiness | Smiths | Albion |
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| Fur Hats | +2 Happiness | Elders | Albion |
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| Sausages | +1 Happiness | Mercators | Albion |
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| Bird Tongue in Aspic | -2 Happiness | Patricians, Nobles | Albion |
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### Fire Safety
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| Good | Effect | Citizens | Region |
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|------|--------|----------|--------|
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| Amphorae | +1 Fire Safety | Plebeians, Mercators | Latium |
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| Wigs | -1 Fire Safety | Nobles | Albion |
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| Loungers | -1 Fire Safety | Patricians | Latium |
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## Specialists
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Specialists can be socketed into Villas or Officiums to provide attribute bonuses:
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### Rare Specialists
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| Specialist | Effect |
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|------------|--------|
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| Buccaneering Bucketeer | +2 Fire Safety from Amphorae, if supplied |
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| Roasted Roustabout | +1.2 Fire Safety to Residences in range |
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| Materialist Medicus | +1 Health from Medici in range |
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| Iron-Grade Ironist | +1.2 Happiness to Residences in range |
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| Confident Vigilo | +1 Fire Safety from Vigiles in range |
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| Urbane Auxilia | +1 Happiness from Custodes in range |
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### Epic Specialists
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| Specialist | Effect |
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|------------|--------|
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| Senuacus, Dousing Dozer | +1.8 Fire Safety to Residences in range |
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| O'Buiochas, Master of Unwinding | +1.5 Happiness from Lythier in range |
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| Iain Thespis, Brightener of Days | +1.8 Happiness to Residences in range |
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| Octriuil, Gifted Healer | +1.8 Health to Residences in range |
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### Legendary Specialists
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| Specialist | Effect |
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|------------|--------|
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| Zeno Salvia, Collegiate of Rex Infernus | +3 Health and +0.5 Income to Residences in range |
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## Public Service Buildings
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Buildings that provide positive radius effects to all residences nearby:
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| Building | Effect |
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|----------|--------|
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| Tavern / Bardic Hearth | +1 Population, +1 Happiness |
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| Market | +1 Population, +1 Income |
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| Sanctuary | +1 Happiness, +2 Belief |
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| Grammaticus | +3 Knowledge |
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| Theatre | +3 Happiness, +1 Knowledge, +1 Prestige |
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| Temple | +2 Population, +6 Belief |
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| Library | -2 Fire Safety, +7 Knowledge, +3 Prestige |
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| Recreation Ground (Celtic) | +1 Happiness, +1 Health, +1 Prestige |
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| Fanum (Albion) | +2 Belief, +1 Knowledge |
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| Alder Council (Celtic) | +2 Population, +1 Belief, +1 Knowledge |
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### Shrines
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| Shrine | Effect |
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|--------|--------|
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| Shrine of Ceres | +1 Population, +1 Health |
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| Shrine of Epona | +1 Population, +1 Happiness |
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| Shrine of Neptune | +1 Income, +1 Fire Safety |
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| Shrine of Cernunnos | +1 Health, +1 Belief |
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*Tip: The bigger the public service building, the bigger its radius of influence. Higher tier roads also extend building influence.*
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## Marvels and Aqueducts
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Large structures with significant attribute bonuses:
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| Marvel | Effect | Province |
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|--------|--------|----------|
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| Aqueduct Cistern | +3 Health, +3 Fire Safety | Albion (Romanized), Latium |
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| Forum | +2 Population, +2 Income, +3 Prestige | Latium |
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| Baths | +2 Population, +2 Health, +3 Fire Safety | Latium |
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| Amphitheatre (limit 1/island) | +3 Population, +3 Health, +7 Prestige | Latium |
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| Barrow (Celtic) | +2 Health, +3 Belief, +2 Prestige | Albion |
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| Sacred Grove (Celtic) | +4 Belief, +3 Knowledge | Albion |
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*The Aqueduct is crucial for fire safety in large cities - place cisterns around your city to supplement Vigiles coverage.*
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## Building Radius Effects
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Some production buildings apply negative effects to nearby residences:
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| Building | Effect |
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| Charcoal Burner | -3 Health, -3 Fire Safety |
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| Soapmaker | +1 Health, -1 Happiness |
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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.
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## Festivals
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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.
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## Incident Settings
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Game Setup menu options affecting incidents:
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| Setting | Options |
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| Incidents | Easy (fewer), Medium (balanced), Hard (more frequent) |
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| Incident Protection | Off (default), On prevents incidents if attribute >1000, highest setting prevents if attribute is positive |
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| City Status Impact on Incidents | Easy (no penalty), Medium (small penalty), Hard (severe penalty) |
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## Related Systems
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- [Area Effects](./area-effects.md) - General proximity bonus/penalty system
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- [Maintenance Model](./maintenance.md) - Building upkeep costs
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