# Specialists System

Specialists are special items that can be equipped to buildings to provide various bonuses and effects. They are a key mechanic for optimizing production, income, and city attributes.

## Overview

- **Slot Type:** Buildings have specialist slots that accept specific categories
- **Effects:** Can include productivity bonuses, workforce reduction, maintenance reduction, area effects
- **Sources:** Obtained via traders, quests, Hall of Fame, or research

## Rarity Tiers

| Rarity | German | Description |
|--------|--------|-------------|
| Common | Gewoehnlich | Basic specialists with modest effects |
| Rare | Selten | Better effects, often with dual bonuses |
| Epic | Episch | Strong effects, may include area bonuses |
| Legendary | Legendaer | Powerful specialists with multiple effects and unlock conditions |
| Unique | Einzigartig | One-of-a-kind specialists with exceptional abilities |

## Categories

Specialists are organized into the following categories, which determine what buildings they can be equipped to:

| Category | German | Focus |
|----------|--------|-------|
| Civic | Zivilgesellschaft | Prestige, city services |
| Economic | Wirtschaft | Workforce, production efficiency |
| Religion | Religion | Belief bonuses |
| Culture | Kultur | Happiness bonuses |
| Finance | Finanzen | Income bonuses |
| Military | Militaer | Fire safety, defense, recruitment |
| Nature | Natur | Health bonuses |
| Research | Forschung | Knowledge bonuses |
| Seafaring | Seefahrt | Ship bonuses (speed, cargo, combat) |

## Acquisition Sources

### Traders

Specialists can be purchased from various traders:

| Source | German | Region |
|--------|--------|--------|
| All Traders | Alle Haendler | Available from any trader |
| Latium Traders | Latium Haendler | Roman region traders only |
| Albion Traders | Albion Haendler | Celtic region traders only |

### Named Traders

| Trader | Specialization |
|--------|----------------|
| Diana | Various specialists |
| Valeria | Various specialists |
| Corvinus | Various specialists |
| Manx | Various specialists |

### Research

Specialists can be unlocked through research trees:

| Research Path | German |
|---------------|--------|
| Specialist Economy | Forschung (Spezialist Wirtschaft) |
| Specialist Civic | Forschung (Spezialist Zivil) |
| Specialist Military | Forschung (Spezialist Militaer) |

### Hall of Fame

Some specialists are rewards from the Hall of Fame (Ruhmeshalle) achievement system. These often have unlock conditions that must be met.

## Effect Types

### Production Effects

| Effect | Example | Description |
|--------|---------|-------------|
| Productivity | +25% | Increases production output |
| Workforce Required | -25% | Reduces worker requirements |
| Maintenance Costs | -50% | Reduces gold upkeep |
| Water Consumption | -50% | Reduces water needs |
| Fuel Efficiency | +35% | Reduces charcoal/fuel consumption |
| Bonus Output | +1t every 10 cycles | Extra goods produced periodically |

### Area Effects

Area effects apply bonuses to all buildings within the specialist's range:

| Effect | Example | Description |
|--------|---------|-------------|
| Income Area Effect | +1.5 | Bonus income for Residences in radius |
| Health Area Effect | +1 | Bonus health for buildings in radius |
| Belief Area Effect | +0.5 | Bonus belief for buildings in radius |
| Happiness Area Effect | +1 | Bonus happiness for buildings in radius |
| Prestige Area Effect | +1.5 | Bonus prestige for buildings in radius |
| Knowledge Area Effect | +1 | Bonus knowledge for buildings in radius |
| Fire Safety Area Effect | +1 | Bonus fire safety for buildings in radius |

### Conditional Effects

Some specialists provide bonuses based on goods or conditions:

| Pattern | Example |
|---------|---------|
| Attribute from Good | +3 Income from Necklaces |
| Attribute if available | +2 Belief from Recreation Ground, if available |
| Workforce type change | Operated by Plebeian workforce instead of Liberti workforce |

### Military/Combat Effects

| Effect | Description |
|--------|-------------|
| Attack Range | Increases attack distance |
| Attack Speed | Increases attack frequency |
| Precision | Increases accuracy |
| Hitpoints | Increases durability |
| Troop Recruitment Speed | Faster training |
| Troop Recruitment Cost | Reduced training costs |
| Ship Repair Speed | Faster repairs |

## Workforce Type Changes

Some specialists can change the workforce type required by a building. This is useful for optimizing population distribution:

| Original Workforce | New Workforce |
|-------------------|---------------|
| Liberti | Plebeians |
| Waders | Smiths |
| Waders | Mercators |
| Waders | Nobles |

## Unlock Conditions

Legendary and Unique specialists often have unlock conditions:

| Condition Type | Example |
|---------------|---------|
| Population | Host at least 600 island residents |
| Reputation | Requires reputation with the Emperor |
| Alliance | Alliance with specific character |
| Island Dedication | Dedicate island to specific god |
| Building Count | More than 15 Grammaticus |
| Attribute Generation | Generate at least 1,000 Prestige |
| War Status | Must be at war |
| Trade Activity | More than 20 ships must have traded in your harbor |

## Building Scope

Specialists affect different building categories:

| Scope | German | Buildings Affected |
|-------|--------|-------------------|
| Residences | Wohnhaeuser | Population housing |
| Arable Farms | Ackerbaubetriebe | Wheat, Oats, Flax, Hemp, Barley farms |
| Extractors | Extrahierer | Mills, Dye Works, Salt Gardens, etc. |
| Fisheries | Fischereien | Fishing huts, Mackerel huts |
| Mines | Minen/Gruben | Iron, Copper, Silver, Tin, Gold mines |
| Plantations | Plantagen | Herb Gardens, Vineyards, Olive Growers |
| Smelters | Schmelzoefen | Bronze, Glass, Gold, Silver smelters |
| Armouries | Waffenkammern | Armour Smiths, Weapon Smiths |
| Kitchens | Kuechen | Bakeries, Cheese Makers, Deliciums |
| Workshops | Werkstaetten | Lyre Makers, Lounger Makers, etc. |
| City Watches | Stadtwachen | Custodes, Medici, Vigiles |
| Towers | Tuerme | Defensive towers |
| Recruitment Buildings | Rekrutierungsgebaeude | Barracks, Campus Equitum, Siege Workshops |
| Marvels | Prachtbauten | Amphitheatre, Baths, Forum, Temple |
| Shrines | Schreine | Shrines to various gods |

## Production Chain Bonuses

Some specialists provide bonuses to entire production chains:

| Chain | Buildings Affected |
|-------|-------------------|
| Bread Chain | Wheat Farm, Mill, Bakery |
| Beer Chain | Barley Farm, Maltery, Brewery |
| Garum Chain | Salt Gardens, Mackerel Hut, Garum Maker |
| Chariot Chain | Reed Gatherer, Horse Catcher, Frame Builder, Chariot Workshop |
| Wig Chain | Flax Farm, Hair Net Weaver, Resin Tapper, Wig Maker |
| Amphora Chain | Clay Pit, Mud Dryer, Potter |

## Tips for Specialist Usage

1. **Match Categories:** Ensure the specialist category matches the building slot type
2. **Stack Carefully:** Some effects may have stacking limitations
3. **Consider Placement:** Area effects only apply to buildings within radius
4. **Unlock Requirements:** Check unlock conditions before expecting to use Legendary/Unique specialists
5. **Regional Availability:** Some specialists are only available from specific region traders
6. **Production Chains:** Chain-wide specialists are valuable for boosting entire production lines

## Related Documentation

- [Specialists Index](/docs/specialists/_index.md) - Complete list of all specialists
- [Area Effects](./area-effects.md) - How proximity bonuses work
- [Maintenance Model](./maintenance.md) - Building upkeep costs
