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| fertilities_and_lodes [2025/11/13 11:52] – created taludas | fertilities_and_lodes [2025/11/15 16:52] (current) – [Fertilities and Lodes] taludas | ||
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| Each region in Anno 117: Pax Romana features a unique set of **fertilities and lodes**, which are distributed to the islands in each session. The individual type of resource is determined by the Map Generator considering user settings chosen at the start of a new game. **Fertilities and Lodes** setting cannot be changed after initial game creation. | Each region in Anno 117: Pax Romana features a unique set of **fertilities and lodes**, which are distributed to the islands in each session. The individual type of resource is determined by the Map Generator considering user settings chosen at the start of a new game. **Fertilities and Lodes** setting cannot be changed after initial game creation. | ||
| - | For a quick overview, players have the option of examining the available **fertilities and lodes** of a specific island by hovering over the icons positioned above the minimap. | + | For a quick overview, players have the option of examining the available **fertilities and lodes** of a specific island by hovering over the icons positioned above the minimap. |
| - | ===== Fertilities | + | |
| + | ==== Fertilities ==== | ||
| In //Anno 117: Pax Romana//, **fertilities** determine an island’s capability to support the cultivation of specific agricultural [[Goods|goods]]. Production buildings that rely on these fertilities can only operate if the required fertility is present on the island. There are several types of fertilities, | In //Anno 117: Pax Romana//, **fertilities** determine an island’s capability to support the cultivation of specific agricultural [[Goods|goods]]. Production buildings that rely on these fertilities can only operate if the required fertility is present on the island. There are several types of fertilities, | ||
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| * **Free Area buildings **depend on specific animal habitats on the island and either unoccupied tiles, forest or swamp area within a limited radius around the building to produce [[Goods|goods]]. | * **Free Area buildings **depend on specific animal habitats on the island and either unoccupied tiles, forest or swamp area within a limited radius around the building to produce [[Goods|goods]]. | ||
| - | ===== Lodes ===== | + | ^ Region |
| + | | **Latium** | ||
| + | | **Albion** | ||
| + | |||
| + | ==== Lodes ==== | ||
| In //Anno 117: Pax Romana//, **lodes **determine an island’s capability to support the extraction of certain raw material [[Goods|goods]] by mines. | In //Anno 117: Pax Romana//, **lodes **determine an island’s capability to support the extraction of certain raw material [[Goods|goods]] by mines. | ||
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| Using the [[Research|Research]] feature, players can add certain **fertilities and lodes** to all of their islands or add additional allowed area types for Free Area buildings. | Using the [[Research|Research]] feature, players can add certain **fertilities and lodes** to all of their islands or add additional allowed area types for Free Area buildings. | ||
| + | |||
| + | ==== Abundances ==== | ||
| + | |||
| + | **Abundances** are certain **fertilities and lodes** that are not specifically indicated by the game because every island has them, so showing them would be superfluous for the player. Players can build the associated production building anywhere in the Region. | ||
| + | |||
| + | ==== Map Generator ==== | ||
| + | |||
| + | Each island has a fixed number of fertility spots, which the map generator turns into a fertility. The number of spots is determined by the ' | ||
| + | |||
| + | There are three tables for generation: Main, Secondary and Tertiary island. Depending on which role that island was spawned in by the map generator, the appropriate fertility table is selected. For each island, the slots are now processed in order from slot 1 to n, and for each slot, a fertility from the relevent table that does not yet exist on the island is picked. | ||