recursal/Fanatic-Fandom huggingface dataset:
Patch 9.1.76

Version 9.1.76

* New Trump Rising 2018 Sandbox!
* Fixes and additions to existing sandboxes and campaigns (1936 & Modern)
* Updated leaders for recent changes and elections
* Regional data and relationship updates in all maps
* Significant AI updates around idle units, artillery units, and more
* Naval AI improvements including patrols and idle unit handling
* Performance improvements on maps with large numbers of units
* Resolved 3-month AI deployment issue
* Many UI updates and improvements, including more accurate unit pics, leader pics
* Resolved crash if all audio devices disabled
* Added active-focus option for windows in background
* AI Improvements in facility building, facility repair
* AI will now build research facilities
* Map Editor and Content Editor Tool Support!
Robert

**Robert** is employee of Webcom whose office is next to that of Peter. He disappeared one day and never came back to work. It is unknown how long he has been gone for.

## Story

**SPOILER WARNING:** Plot and/or ending details follow.
One day, Robert discovers that he has a maternal great-great-grandmother who was said to have done very bad things. Curious, Robert got himself a ouija board to learn more about his great-great-grandmother and inadvertently opens a portal to the realm of the spirits in the Webcom office. In doing so, he started getting stalked by the Black Widow. Eventually Robert becomes trapped in the spirit realm somehow and slowly starts forgetting who he was. As the void of darkness threatens to engulf him, Robert is suddenly swallowed up in light. At that moment, he realizes that he is still needed somewhere and sought to return to the Webcom office where he worked. While in the spirit realm, Robert sends notes to his coworker Peter, as well as useful items such as a flashlight, to help him combat the Black Widow. With his help, Peter is able to defeat the Black Widow and Robert frees his coworker from the Webcom office.

However, Robert soon discovers that Peter is still trapped by the Black Widow. By luck, Robert later encounters an employee from Aeon Embedded and manages to make contact with the employee via his smartphone. He leads the employee all over the building while giving him the advice he needed to defeat the shadow creatures and defend himself from the Black Widow. Eventually the Black Widow is sent back to the spirit realm and Robert is finally able to free his coworker once and for all.

It remains uncertain as to the fate of Robert afterwards, but it is inferred that he is no longer alive.

## References

1. ↑ One Late Night: Deadline
2. ↑ One Late Night
3. ↑ One Late Night: Deadline
Update 9.014

**Update 9.014** is one of the Updates in the game Supreme Ruler Ultimate.

## List of changes

* Leaders added to some key regions in World 2020 and Global Crisis 2020
* Starting region debt should now properly create debt bonds on new games with national debt
* 1940 Sandbox/Campaign fixes to represent final days of Operation Weserübung (Norway)
* New Tutorial added – work in progress. Tutorial content works but more content will be added to this tutorial in future revisions
* Events fixes in the ’36 and ’40 maps
* Strategic Targeting controls for Allies of Enemy and All Enemies fixed
* Map balance improved for modern maps
* Regional data fixes for modern maps
* New Unit Equipment Meshs (provided by forum member hoddized)
* Various map fixes
* Minor Tech Tree changes
* Minor GUI fixes
* Updates to Manual
Clues

In *One Late Night*, various **clues** lay scattered throughout the Webcom office to provide insight into the Black Widow and what's been going on. **This page WILL contain spoilers, so read at your own risk.**

## Robert's Computer Files

### journal.txt

I'm growing more weary each day... The walls of my small office is closing in and the shadows are chasing me. I know that she is watching me...

### the\_black\_widow.txt

I've done some research and it turns out she was my great, great grandmother. I don't know what she wants, but I know that she has done some really bad things during her life. Remember: the light is her weakness.

## Printout

I've done some research... The records go way back on my mother's side. I couldn't believe it at first, but it turns out she was my great, great grandmother. I don't know what she wants, but I do know that she has done some really bad things during her life...

Remember: the light is her weakness.
Webcom

*This article is a stub. You can help One Late Night Wiki by expanding it.*

**Webcom** is a company located on the second floor of the Delta 5 office building. It is the workplace of Peter and Robert.

* The lobby of Webcom from the inside.
* The lobby of Webcom from the entrance.
* Webcom's conference room on the right and the door to the restroom on the left.
* Webcom's break room.
* Webcom's office rooms.
* The interior of one Webcom office room.
How to play guide for Swag and Sorcery

*This article is a stub. You can help Swag and Sorcery Wiki by expanding it.*

This page will serve as a basic **how to play guide for *Swag and Sorcery***. While there is very little information available at this time, we urge you to check back often, as new information is being added all the time! Feel free to edit this guide with any tips, tricks, and suggestions.

## See also

* Release date
* System requirements
Ministers

Ministers are artifical intelligence (AI) bots that work in the government to handle tasks for the player. Diplomacy, tax rates, military maneuvers, and more can all be handled by ministers, allowing the player to choose how much micromanagement they want. Ministers are appointed as the heads of your government's five departments: Operations, Defense, State, Treasury, Commerce, and Interior. They are chosen from a pool of 36 candidates, twelve of each political ideology, Conservative, Moderate, and Liberal. It is also possible to assign the same minister to multiple posts, though this will reduce how quickly ministers respond to new information.

Minister Abilities

A ministers competence is determined by their ratings such as General IQ, Political IQ etc., and their methods by their political ideology. Ministers will make decisions that best fit the priorities you assign them. Chosing a minister with a better IQ for a given department can greatly affect the performance of a department, although IQs secondary to the chosen department come into play as well. As an example, a finance minister with military experience may be less likely to ask for a military budget cut, and a charismatic one will be able to make changes that appear more suitable to the masses. Be warned that high IQs can be curse as well as a blessing - while intelligent Ministers make more informed decisions, they also take more risks and make more decisions in general, making them ill-suited for the "hands off" approach.

Political Ideologies

Ministers operate according to their political stance when not following assigned priorities. For example, a Liberal minister Assigned to the Interior Department may choose to improve social spending above all, while one of a Conservative slant may focus on research investment, and a Liberal minister of the Finance Department may cut taxes for low and mid income and raise corporate taxes while a Conservative may do the exact opposite. Additionally, Liberal Ministers tend to spend more on the Social Program aspects of their department and try to balance the budget while Conservative Ministers tend to minimize gov't spending and taxation and be less wary of deficit spending/

Assigning Ministers of the political leaning the player is looking for will increase the probability of the minister making decisions along the lines the player is looking for. You can read more on priorities and ministers' concerns at Minister priorities.

Removing from Duty

(SR2010 only) If you are unhappy with a Minister's overall performance, you can have them replaced, although it may cause a loss of domestic or military approval, especially if they possess a high public opinion. If less drastic measure are sought, a minister can be prevented from interfering with a control or unit by using the lock icon.

See also: Cabinet Ministers
Update 8.28

**Update 8.28** is one of the Updates in the game Supreme Ruler Ultimate.

## List of changes

* Campaign - Cold War US and Cold War USSR
* Scenarios added - Kashmir (2020), Battle of Spain (Custom), Hanoi Hilton (CW)
* Sandbox - World 2020 added
* GUI fixes, skins for CW and 2020 completed.
* GUI skin is remembered for save games, this time maybe for real
* Tourism and Business Centers are no longer replaced by cities
* Map fixes (flags, known designs, population, etc.)
* Suez/Panama Canal and Turkish Straits added to modern maps
* Region fixes
* Tech Tree fixes
* Electricity trading defaults off for '36
* Missiles Crash caused by Microsoft Compiler fixed
* Merchant Marine fixes
* Mute Battle Sounds option fixed
* Scraping Facilities after rally points fixed
* Allies/MutualDef assistance in non-war returned, based on TH/BZ priority of MAX
* Fixed relationship change issues when annexing a colony
* Disappearing mouse (Conquer menu, ESC menu) fixed
* Parent Region prefix names default to region name if no prefix specified
* Resolved issue of amphibious merchant marine in older save games
* More cleanup of save-games with bad unit entries
* Unit Turret Rotations added, Some turret mesh issues identified
* Steam API / Achievement / Stats integration added
* Steam Cloud Save support added to engine
Crafting

Crafting is a game mechanic used to create items from Resources. Resources can be crafted together to make advanced resources or crafted into weapons, armor and accessories.

There are different types of weapons and armor for different hero classes: melee, ranged and magic.

Melee gear is crafted in the Smithy, ranged gear in the Hunting Lodge and ranged gear in the Magic Store.

Accessories are the same for all classes and are crafted in the Laboratory.

Some craftable items are unlocked via building upgrade, however most are optained with recipes.

Lots of recipes can be bought in the swag and sorcery store. All buyable recipes can be gained during adventures. Some recipes are only available in adventures.

## Weapons

### Melee Weapons

Melee Weapons scale with strength, are crafted in the smithy and can only used in the first row of a party.

#### Other

These weapons can be built in the smithy, but need further testing to get a proper group

Entangled Slivers x4
 - | Pretty Kitty | Cursed Ingots x6Leather of Disguises x11
Legacy of the Past x4

### Ranged Weapons

#### Crossbows & Rifles

Crossbows & Rifles are the basic ranged weapons. They are built in the hunting lodge and scale with agility.

#### Spears

Spears are ranged weapons that scale with strength and are built in the smithy.

#### Special

These weapons can be built in the hunting lodge, but don't fit into the other groups

### Magic Weapons

#### Staffs

Staffs are crafted in the magic store. Staffs scale with intelligence

#### Orbs

Orbs are kinda the same like staffs but are seperated in this list, because it is uncertain if orbs and staffs are the same.

²Built in Hunting Lodge

## Obtaining Blueprints

Blueprints for special gear can be obtained by finding them on adventures or getting them as a reward in quests.
Air Unit Classes

## Helicopters

These are aircraft that can land and take off vertically and include types such as the Apache and the Hind.

1. extremely vulnerable to AA attacks
2. Ability to loiter without using fuel and supplies.
3. can land and resupply without the use of an airfield

## Interceptors

These are aircraft designed with the main aim of attacking enemy aircraft rather then attacking ground targets.

## Tactical Bombers

These are aircraft designed with attacking enemy ground units as their main role, rather then attacking enemy aircraft.

## Multi-role

These are aircraft that are designed to both attack ground targets and attack enemy aircraft.

## Strategic Bombers

These are aircraft that are designed to fly into the enemies hinterland and attack strategic targets such as factories and military production. They also are the bringers of nuclear fire when nuclear weapons are given to them.

## Patrol/AWACs

These are aircraft which are good at spotting enemy units. This class also contains anti-submarine aircraft which can be used to detect and attack sub's and enemy shipping.

## Transport

This contains both planes and helicopters that are dedicated solely to carrying supplies around the world to your battlefields, and also transporting your troops.

## Target type

Air units are one of 3 target types. Close air, Mid Air and High air. In general the lower the target type the more vulnerable they are. Some units must lower their altitude during an attack run making them of a different type during attacking.

## Special Capabilities

Some Air units possess special capabilities. Indicated by an Icon on their stat sheet.

1. Short Deck capable - Can land on short deck or long deck carriers
2. Long Deck capable - Can land on long deck carriers
3. Air tanker - Can mid-air refuel other air units if they are capable.
4. Mid-air Refuelable - Can be refueled in the air by a unit with air tanker capability.
5. Indirect Attack - Chance to damage All units in a hex it is attacking. (Primarily Strategic bombers)
6. Electronic counter measures - Units with this have higher stealth values even if they are not specifically stealth aircraft.
7. Anti submarine Warfare - Is able to detect and/or engage Submarines
Black Widow

The **Black Widow** is a malevolent spirit that haunts the Webcom office and later the whole Delta 5 building. Her greatest weakness is light, so she often turns off the lights in the various offices.

## Story

**SPOILER WARNING:** Plot and/or ending details follow.
On 2013 March 31, CellaLogic received an enterocyte cell sample of Alva Gettlin, which was kept in Lab 03 of their office. Over in the Webcom offices, Robert was researching about his maternal great-great-grandmother who was said to have done terrible things during her life. While using an ouija board to communicate with his great-great-grandmother's spirit, Robert inadvertently opened a portal to the spirit realm, allowing the Black Widow to enter the realm of the living. Although she was defeated by an employee of Webcom several times, her spirit still remains because she became drawn to Alva's cell sample, which was being kept in the CellaLogic laboratory. It is unknown if the Black Widow dragged Robert into the portal or he entered the spirit realm willingly.

Once an Aeon Embedded employee destroys Alva's cell sample, the Black Widow is finally appeased and returns to the spirit realm via a portal.

## References

1. ↑ One Late Night: Deadline
2. ↑ One Late Night: Deadline
3. ↑ One Late Night
4. ↑ One Late Night: Deadline
FacilityGroup

The &&FACILITYGROUP is a data section used in procedural generation, it is found in the procgenfac.csv file in the /Maps/DATA/ directory

There are a maximum of 16 entries for this section.

Example entry:

> &&FACILITYGROUP
>
>

> 1, 12.000, 32.000, 31.000, 0.000, 0.000, 0.000, 0.000, 1.000, 32.000, -1.000, 0.000, 0.000, 0.000, 0.000, 1.000, 0.000, 0.000, 1.000, "// New / Existing Military Complex, Land Production, Barracks"
>
>

> &&END
>
>
Equipment Data

Unit, Missile and Facility data are found in this file.

The Equipment list data is stored in the file /MAPS/DATA/DEFAULT.UNIT. This file is in .CSV format and can be opened with any text editor. All information about units, missiles and facilities in game is imported during the cache creation. Changes to .UNIT files requires the cache file be recreated for any scenarios/campaigns using those files. See Creating Cache Files for details. A version has been made available that contains headers for those who wish to try modding it.

The Equipment file also defines the commodities in the &&RAWPROD Section

The .UNIT file to be used is specified in the .Scenario file for a given map. To use a custom equipment file, simple adjust the filename and location of the #include command to match your custom file name/location.

Changes to .UNIT files requires the cache file be recreated for any scenarios/campaigns using those files. See Creating Cache Files for details.

* Custom Equipment files
* Region Codes
* Unit Classes
* Spotting Types
* Movement Types
* Facility Source Commodities and Class production types
* &&RAWPROD Section

Changes to the files in the \Maps\DATA folder are not supported by BattleGoat Studios as they are used by the Official Game Scenarios.

WARNING: Using these files in the /Maps/Data/ folders instead of the custom folders may make the game incompatible with others for multiplayer and updates may overwrite modded files
Space Commodity Production

## Where To Build

In order to build a production facility at the system level you must have an available upgrade to use as a center complex (Planets / Moons / Asteroids) that has ownership claimed via a space dock. This upgrade needs to have an output level for the given commodity as determined below.

## Determining Output Levels

A combination of 'uSpecSpace' and 'planetModAtm' values is used to determine the output levels for exploiting non landable planets. There are four categories of non landable planets to exploit:

### Asteroids

Asteroids are determined by the unit having it's 'uSpecSpace' value equal to UGSPECASTEROID (13).

### Lava Moon

Lava moons are determined by the unit having it's 'uSpecSpace' value equal to UGSPECPLANET (11) or UGSPECMOON (12) and a 'planetAtmMod' value of ATMOSPHERELAVAMOON (8).

### Methane Moon

Methane moons are determined by the unit having it's 'uSpecSpace' value equal to UGSPECMOON (12) and a 'planetAtmMod' value of ATMOSPHEREMETHANEMOON (9).

### Gas Giant

Gas giants are determined by the unit having it's 'uSpecSpace' value equal to UGSPECPLANET (11) and a 'planetAtmMod' value of ATMOSPHEREGASGIANT (7).

Note: Gas Giant / Methane Moon distinction happens when assigning planets/moons. Gas giants must be the center planet and if chosen as a moon will be made a methane moon. Use 'planetModAtm' ATMOSPHEREGASGIANT when creating both gas giants and methane moons.

 Lava Moon
 Methane Moon
 Gas Giant

See also: spaceproductionmult
Patch 9.1.49

Version 9.1.49

* RAIL TRANSPORT added
* - Units will use Rail Transport when available
* - Subject to Game Setting and Defense Dept ROE
* - Rail transport is constant speed, no fuel use, no eff/morale penalty
* Rail efficiency increased in supply model
* Updated Colombian Leader
* Some Equipment list updates
* Adjusted starting World Volatility to Low in WWII Campaigns
* Fixes to Campaign Lobby list
* SRU - New Scenario Added - "Battle of Russia"
* SRGW - New Scenario Added "Brinkmanship"
Patch 9.1.40

Patch 9.1.40 is an update for Supreme Ruler Ultimate

Version 9.1.40

* Added additional lumber mills to Russia and increased their starting supply for the 1914/1917 start
* Italian troops are now deployed for the 1917 start
* Relationship changes in the 1914 sandbox
* Added additional military goods to the USSR for the 1936 start
* Gave Tibet units and a barracks for 36 start
* Fixed Yugoslavia world availability in the Cold War start
* Added Uranium to Egypt in 2020/2017
* Removed ISIS from the 2020 sandbox but kept loyalty
* Additional leader pics for 2017 and 2020
* Mapfixes for 2020 and 2017 sandboxes
* Adjusted Middle Eastern relations for 2017 and 2020
* Adjusted some DoWs on Italy for WW2 Sandboxes
* Added hotkey for minimap
* Added popup for alert settings
* City name plates changed to region name at far zoom
* Added Multiplayer names to region name plates
* Resolved MP Sync issue with TR/MA maps (powf() value inconsistency)
Artillery Use

# SR2020 Warfare Guide - Artillery Use

Submitted by Balthagor on Fri, 01/04/2013 - 19:16

As was pointed out above in the discussion of defensive tactics, massed, long-range artillery is one of your most powerful land weapons. This is also true when speaking of offensive tactics. By massing mobile artillery behind the vanguard of you advancing forces you can project a killing zone of artillery fire ahead of your armored protective screen of tanks and infantry. Moving you units en masse using the "in formation" option with your "Move" order will maintain the configuration of your attack group.

Enemy cities, bases and their defending units can be effectively attacked by nearby stationary artillery formations. Even entrenched Garrison units can be successfully attacked once they are forced out of their holes by approaching infantry. Towed artillery units can be used for this task, freeing up your more mobile units.

Artillery is powerful but it is also a soft and therefore vulnerable target. It must be protected from both air and land attack.

When attacking, select artillery with a long combat time because re-supply may difficult to find.

#### MLRS

MLRS has the longest range of any non-missile artillery in the game. Once past tech level 102, most MLRS units are superior to conventional howitzer artillery guns, except for their short combat times.

All artillery is indirect-fire but MLRS is the only non-ballistic artillery sub-class.

#### Mortars

Mortars have the longest combat times of all artillery (24 hours) but the lowest attack strengths with an average of 25.

#### Massed Artillery

[submitted by sa\_3\_D911]

"In order to conquer a region I assemble an attack force that consists of a main attacking group of tanks and IFV. Behind them I station 100 Chinese WS-2 400mm Artillery units and one AWACS plane that has a detection range of greater than 200 km.

The main attack force in front of the artillery protects the WS-2s from land counter attacks. In addition, I station a couple of MIM-212 AA units near the artillery to protect them from air force attacks.

I use the AWACS plane to spot the cities that I want to clear out of garrisons. As I advance on each city I can see the number of garrisons that they have. I don't need to to pop them out - instead I use the WS-2 400mm units and the "Bombard" key, then ten seconds later the target city has no garrison.

We then move on to the next enemy city. This is a very effective method and costs almost no casualties."
One Late Night

**Genre(s)** | mystery, horror

**One Late Night** is a short immersive horror-game experience developed by Black Curtain Studio. It later spawned a sequel, *One Late Night: Deadline*, and a mobile port.

## Story

You are an employee of Webcom who is working late at the office one night. After assuring Linda that you will be home soon, you drift off to sleep. Before you know it, it's past midnight and you still have work to do. You head off to the break room to get some much-needed coffee, but something in the office is amiss...

## System Requirements

The following are the minimum and recommended system requirements for *One Late Night*. While these requirements do not represent a guaranteed working configuration, meeting the minimum requirements should ensure at least a launch-able environment.

One Late Night is available for Windows, iOS, and Linux. It's recommended to have at least DirectX Version 9.0c or later to run the game.

### Beautiful - Fantastic

 **GPU** | NVIDIA GeForce 285 / ATI Radeon 4870 or better

### Simple-Good

 **GPU** | NVIDIA GeForce 8800 Series or better / ATI Radeon 2900 series or better.

### Fast-Fastest

 **GPU** | NVIDIA GeForce 7800 Series or better / ATI Radeon 1900 series or better.

## Development

*One Late Night* was developed using the Unity Engine.

## Reception

*One Late Night* received mostly positive reviews despite how rough the game is in some parts. Players praised the eerie atmosphere of the game's otherwise mundane office setting. The environment gave enough for players to explore, but not too much to be overwhelmed.

## See Also

* One Late Night: Deadline
* One Late Night: Mobile

## References

1. ↑ Official Website 2018 Aug. 20
2. ↑ Mod DB 2018 Aug. 30
3. ↑ *All One Late Night games are developed on the Unity engine using C#.﻿* - Black Curtain Studio

## External Links

* *One Late Night* Official Site
* *One Late Night* at GameFAQs
* *One Late Night* at Metacritic
* *One Late Night* at MobyGames
Resources

*This article is a stub. You can help Swag and Sorcery Wiki by expanding it.*

Crafting any item in Swag and Sorcery requires **resources**. More resources become available as new locations are unlocked and buildings are upgraded. Some resources must be crafted. At the beginning of the game, resources are only available from Magical Forest.

## Tier 2

After the *first chapter quest*, the Battlefield and Dark Ruins locations open, and new resources become available.

### Town - Laboratory

After two quests to kill Big Boy and Skull of Knowledge you get access to three more adventures with more resources.

## Removed resources

This section describes old game content that was removed.
Audio and Music

Game music is now in xwma format (Microsoft XAudio compressed). Older game versions use MP3 formats, see further below

### SRU, SRGW, Galactic Ruler

* File Type: XWMA
* Format: 22050 Hz, 16 bit, 1 or 2 channel (mono or stereo, depending on sound)
* Music Location: \Sounds\Music
* Sound Effects Location: \Sounds\UI
	+ In SRU the range is 001 to 127. In GR and SR2030 range is 001 to 499
* Unit Effects Location: \Sounds\Military
	+ In SRU the range is 001 to 127. In GR and SR2030 range is 001 to 999
* Sharable Music Location: \Sounds\Musicn (game option for streamers to avoid copyright issues)

Music for Galactic Ruler is licensed from Epidemic Sound. As such the music tracks cannot be played in the background if players are live-streaming

* Conversion to and from the XWMA format can be done using Microsoft's xWMAEncode.exe command line tool (part of the DirectX SDK)
* VLC will support XWMA playback but will stutter.
* Audio Playback software Foobar2000 with the vgstream component will play back XWMA files: https://vgmstream.org/
* The following paid software available as a free trial will play back XWMA files: https://www.faasoft.com/articles/xwm-converter.html

### Legacy Games

#### Sound and Sound Effects

* Game Sounds Stored as standard WAV PCM files.
* Format:  22050 Hz, 16 bit, 1 or 2 channel (mono or stereo, depending on sound)
* Unit Sound effects (Shots, Death) are stored in \Sounds\Military
* User Interface Sounds are stored in \Sounds\UI

Note on Sound Design:  Important that sounds don't 'clip' the max volume (ie, the amplitude of the sinewaves in editor will 'hit the ceiling' and get clipped off), otherwise crackling may occur.  Also, sounds should begin and end with a small amount of complete silence - ie, even 1/20th of a second, or less, will do.

#### Music

Game Regional Music is stored in \Sounds\Music
Timber Wolf

*This article is a stub. You can help Swag and Sorcery Wiki by expanding it.*

**Timber Wolf** is a monster in Swag & Sorcery.

## Description

A dangerous wild animal, which can snap big sticks in two... if someone dares to throw it sticks

## Special Attacks

### Sting

Close combat attack that does \_ physical damage.

### My pack

Attack on the whole group that does \_ ice damage.
Supreme Ruler Trump Rising

Supreme Ruler 2020 is a free DLC that was developed and published by BattleGoat Studios. The DLC was released on July 26th, 2016.

Get it now on Steam!

## Description

"MAKE AMERICA GREAT AGAIN!"

Within the United States, civil unrest fueled by racial tensions reaches even higher than in the 1960's. To China and Russia, the new US President seems so unpredictable and reckless that it seems logical to make a pre-emptive strike rather than wait for him to have a 'bad hair day' and launch a strike against them. In Western Europe, leaders are shaken by their new reality and realize they may have to make concessions to Russia now that America can no longer be relied upon. The European Union itself is in disarray as the UK prepares to leave and forge its own relationships. In Mexico, and even in Canada, militaries are brought to an unprecedented level of readiness over concern of Trump's ambitions.

## DLC additons

* + New Sandbox starting on US Inauguration Day, January 20, 2017
	+ Updated "Modern World" relationships, leaders, and regional economies
	+ Take control as President Donald Trump, or try to minimize the damage as another World Leader
	+ Build the Trump Wall - although you may have to pay for it yourself
	+ Encourage regional growth with the Trump Tower economic development zones

## References in other media

PC Gamer provided a 2-page article on their experiences playing Supreme Ruler Trump Rising in August 2016.

Motherboard also provided an article on their experience with a Trump presidency in Supreme Ruler Trump Rising.
Robert's Key

**Robert's Key** allows entry into Robert's office room in the Webcom office. It seems Robert possesses multiple keys to his own office room for some reason.

## One Late Night

In *One Late Night*, Robert's Key can be found in the toilet of the first stall in the Webcom restroom.

## One Late Night: Deadline

In *One Late Night: Deadline*, Robert's Key can be found on the floor of the innermost office rooms of Webcom.
GDP

GDP/C is the Gross Domestic Product per capita (head). This value can best be decribed as a kind of "income" per person and a measurement of production. Higher GDP/c can be caused by low unemployment, as employers compete for the workforce, and by an increase in production. Tax income is primarily affected by the GDP/c. It is affected by taxes, domestic prices,unemployment and social spendings. Higher GDP causes higher demand for services which costs more.

GDP/c will also affect the demand of your people for commodities they consume such as food and consumer goods.

GDP/c also has a direct effect on Domestic Approval Rating, in regions where DAR applies.

Note however that while GDP/c is an indicator for the personall welfare of the people it also might be an indicator (especially together with low unemployment) for quickly rising production prices (the people get high wages) which might soon send the economy into a recession.

Higher GDP/c means also higher production costs and this makes you much less competitive on World Market (your products cost more).
Update 9.012

**Update 9.012** is one of the Updates in the game Supreme Ruler Ultimate.

## List of changes

* Resolved memory issue with excessive diplomatic offers
* AI regions will no longer make diplo offers to dead regions
* Improved internal handling of dead region AI
* New Mac Installs default to 16-bit Resolution to improve performance
* Diplomatic trade of missiles now also allows reserve show for ally/mutdef/nonaggr
* Graphic options level setting sets all levels high/low, not just satellite imagery
* Further improvement to AI trading resource code (prevent over-trading)
* Resolve Newsitems / Don't show AI list memory leak
* Known Designs updated for Russia
* Equipment file minor fixes
* Fixed region data for France in 2020 era maps
* Order of Battle fixes
* Loyalty Penalties Game Option added to Scenario Settings
CW Spheres

## The Spheres

There are 2 spheres that are contending to have infuence over the world - NATO and the Warsaw Pact.

The two spheres are ideologically opposite and are trying to bring nations into their sphere in order to be able to beat the other sphere and attempt to win the cold war, as well as trying to build up support should the cold war go hot.

### Sphere Leaders

There are 2 spheres and hence only 2 sphere leaders:

1. USSR - This is the Soviet Union with Russia proper as the main part of the Soviet Union and the rest of the Union members being represented by Colony's, these include places like Kalingrad and the Ukraine. They are a socialist nation.
2. USA - This is the United States of America. They are a democratic nation and are the only nation at the start of the game with any nuclear weapons.

## Getting into one of the Spheres

There are several ways of getting into a particular sphere but they all boil down to how good your relations are with both the Sphere leader AND Sphere members.

### Bribing a nation

Bribing a nation within the Sphere that you want to join is a good way to build relations with them. You will then be able to capitalise on these improved relations when it comes to trading and getting treaty's with that nation.

### Trading

Each time you trade with a nation successfully your relations with them improves, which not only allows you to get treaty's with them easier, but also means that they will give you more money for your products which allows you to make more profit and pay for anything that you need to buy for your nation.

### Diplomacy

If they like your nation enough to allow you to have treaty's with them, then this is a good way of boosting your relations with them cheaply. Try to get a formal alliance with as many of the sphere members as possible as not only will it provide you with protection, but will also speed up the rate at which you move into that sphere. Being an ally of the sphere leader however will move you much more quickly into that particular sphere.
One Late Night: Deadline

**Genre(s)** | mystery, horror

**One Late Night: Deadline** is a short immersive horror-game experience developed by Black Curtain Studio that is the sequel to *One Late Night*. It takes place in a building that houses the Webcom office featured in the first *One Late Night* game.

## Story

You are an employee of Aeon Embedded Limited who is forced to come into the office late at night to fax an important project report. After the deed is done, you head to the break room for a refreshing drink when you hear a blood-curdling scream...

## System Requirements

The following are the minimum and recommended system requirements for *One Late Night: Deadline*. While these requirements do not represent a guaranteed working configuration, meeting the minimum requirements should ensure at least a launch-able environment.

One Late Night is currently only available for Windows. A Mac port is supposedly in the works, but no word on when it will be released.

### Recommended

 **GPU** | DirectX9c compliant card with at least 2048MB of VRAM

### Minimum

 **GPU** | DirectX9c compliant card with at least 1024MB of VRAM

## Development

Due to the positive reception of *One Late Night* and fanatic demand for a sequel, development on *One Late Night: Deadline* began some time after *One Late Night'*s release.

## Reception

*One Late Night: Deadline* received mostly negative reviews upon release as the game was very buggy compared to its predecessor. Most notable being YouTube celebrity Markiplier's playthrough of the game, which glitched out due to triggering certain events out of order. Although many of the issues present upon release have since been patched up, the game continues to earn a bad reputation, especially due to the $15 price tag it had upon release even though the game was far from polished. Many players were not fond of the story's continuation from *One Late Night*, citing that it doesn't feel as mysterious as the previous game.

Despite negative feedback, Black Curtain Studio is still interested in developing a third game for the series to wrap up the story of the Black Widow. However, development on the third game won't be for some time as Black Curtain Studio wishes to be in a better place as a game developer before even attempting to make the game.

## See Also

* One Late Night
* One Late Night: Mobile

## References

1. ↑ Steam 2018 Aug. 30
2. ↑ *The truth is, this game only exist because fans of the original requested it to be made so highly, so it's just a continuation of the first game in every sense. My top priority has been to make the game look and feel exactly like the first game so that the fans could get what they asked for. It's the same story, same place, same gameplay, but larger game environment.﻿﻿* - Black Curtain Studio
3. ↑ *I would love to do a 3rd part in the series some time in the future.﻿* - Black Curtain Studio

## External Links

* *One Late Night: Deadline* Official Site
* *One Late Night: Deadline* at GameFAQs
* *One Late Night: Deadline* at Metacritic
* *One Late Night: Deadline* at MobyGames
Orbital Transfer

Orbital transfer is a game mechanic introduced to Galactic Ruler in version .773. It can be used to easily transfer units to and from the planet/system levels.

To use the `Orbital Transfer` order requires a `Space Port` upgrade on the planet level, and a `Space Dock` upgrade at the system level.

## From Planet To Space

**Note: Naval units cannot use the `Orbital Transfer` order.**

* Select all units on planet level you would like to transfer to the `Space Dock` cargo.
* Give the `Orbital Transfer` order to the units
	+ If a destination hex is given, units will travel to that point, then to the closest `Space Port` upgrade from there.
	+ If a destination hex is not given, units will travel to the closest `Space Port` upgrade to the unit's location on planet
* Once units arrive at the `Space Port` upgrade they will disappear from the planet level, and appear in the cargo of the `Space Dock' upgrade at the system level

## From Space To Planet

* Selecting the hex containing the `Space Dock` upgrade from the land department panel at the system level, you can double click on the picture of the upgrade to open the Upgrade Popup
* Once the Upgrade Popup is opened you will be able to view all units in its cargo
* Each cargo unit has two buttons in-line that control that specific unit in cargo
* There are two buttons at the bottom of the list that control all units in cargo

### From Space Dock To Transport Ship

* If a space unit with cargo capacity is in the same hex as the `Space Dock` upgrade at the system level, you can load directly into the cargo of the space unit using the button in-line `Load Unit Into Transport` or the button at the bottom `Load All Units Into Transport`

### From Space Dock To Space Port

* If a `Space Port` upgrade is available at the planet level, you can deploy the units to that hex by using the button in-line `Deploy Unit To Planet` or the button at the bottom `Deploy All Units To Planet`

### From Transport Ship To Space Dock

* Select space transport unit on system level that contains the units you would like to transfer to the `Space Dock` cargo.
* Give the `Orbital Transfer` order to the units
	+ If a destination hex is given, units will travel to the closest `Space Dock` upgrade to the destination in the system
	+ If a destination hex is not given, units will travel to the closest `Space Dock` upgrade to the units location in the system
* Once the transport arrives at the `Space Dock` upgrade they will unload all cargo units into the cargo of the `Space Dock' upgrade at the system level
Inflation

**Inflation** is an increase in the cost of goods, services and wages. Inflation of 2% means that everything in your society is 2% more expensive this year than it was in a year with 0% inflation.

This is when your inflation rate rises above 0%. A 'healthy' rate of inflation is around 3%. Anything above that is bad, and below it means that your economy is underperforming.

## Causes

One of the most widespread theories of inflation is also the most straightforward: inflation is an increase in the supply or velocity of money at a rate greater than the expansion in the size of the economy.

## Problems

Different people and organizations are hurt by inflation versus deflation. Large debtors like inflation because it reduces their effective debt. For example, if Joe pays $100k for a house at 8% interest with inflation at 3%, he's effectively paying 5% interest on the loan. If inflation jumps to 10%, he's happy, he's now making 2% on $100k instead of losing 5%. However, Joe's bank hates this; they were making 5% but are now losing 2% on the loan!

With deflation, the opposite occurs. Joe pays $100k at 8% with inflation of 3%. Inflation drops to 0 and then goes negative to be 5% deflation. Joe finds that instead of making 3%, he is losing 5% due to deflation alone. Overall, his effective interest rate has shot up to 5%+8%=13%. Joe's bank loves this situation, though, since they're making 13% instead of 5%.

## Countering Inflation

There are a number of methods which have been suggested to stop inflation. Central Banks such as the U.S. Federal Reserve can affect inflation to a significant extent through setting interest rates and through other operations (i.e., using monetary policy). High interest rates (and slow growth of the money supply) are the traditional way that Central Banks fight inflation, using unemployment and the decline of production to prevent price increases.

There are several effective ways to fight inflation, including:

* Decreasing Domestic Demand for Commodities
* Decreasing Social Services
* Increasing Taxes
* Decreasing Production or Deactivating Industries
* Increasing Migration
Unit Classes

Relevant to Supreme Ruler Ultimate only. See this link for Galactic Ruler class list.

## Movement Types

* 0 - Leg
* 1 - Wheel
* 2 - Half-Track
* 3 - Tracked
* 4 - Towed (Wheel)
* 5 - Variable (Track/Wheel)
* 6 - Mechanized
* 7 - Hover
* 10 - Naval
* 12 - Air - Close/Low
* 13 - Air - Mission/Mid/High

## Classes

When assigning a Unit Class, the program reads only the number. The name exists only to assist the person editing the file.

Unit Classes are as follows;

Land Unit Classes;

* 0 Infantry
* 1 Recon
* 2 Tank
* 3 Anti-Tank
* 4 Artillery / MLRS / Launch Vehicle / Mortar
* 5 Air Defense
* 6 Transport/Bridging

Air Units Classes;

* 7 Helicopter
* 9 Fighter/Interceptor
* 10 Fighter/Bomber
* 11 Fighter/Multi Role
* 12 Strategic Bomber
* 13 Patrol/AWACS / Recon/Surveillance / Surveillance / ECM/Recce
* 14 Transport / Tanker

Naval Unit Classes;

* 15 Submarine
* 16 Carrier
* 17 Battleship / Cruiser / Destroyer
* 18 Frigate / Corvette
* 19 Patrol/Recon
* 20 Transport/Support

Missile Unit Classes;

* 8 Missile (Balistic / SLBM / SRBM / Bunker Buster / Anti Ship / Standoff Anti-Personel / Standoff Anti-Tank / Bomb / Saturation)

Facilities;

* 25 Upgrade
Workshop Uploader

See also Steam Workshop

## Uploading a Mod

To upload a mod the first step is to decide what modification type to select. This will decide how the mod should be prepared before attempting to upload using the Workshop Uploader.

If your mod is a new scenario, with accompanying .SCENARIO file it is recommended to package it as a MAPS type.

If your mod does not include a .SCENARIO file or is a modification of existing game elements it is recommended to package it as a MODS type.

### Mod Types

#### MAPS

MAPS are a packaged scenario file and folder that includes all modified or new game files necessary to run the mod. The folder should have the same name as the scenario file (excluding file extension) and should be placed in the same root directory as the .SCENARIO file is located. Inside the directory You can place modified data files following the proper sub-directory structure. You can easily create this by using the Scenario Creator, Asset Manager, and Map Editor tools.

#### MODS

MODS are packaged as additional files to include into the base game install directory. They should all follow the same folder structure as the game install location does, replacing the root folder "ModName" with the install path. Mods of this type are not required to be complete scenarios, and can be anything including single graphics or sound files, to complete overhauls of the core game files. When creating mods of this type, the available modding tools can be used to help but you will still need to manually create and place some file types ( graphics, sounds, haps, ini, etc...) if they are needed.

### Select Mod Type

Once your mod type is selected the button text will change accordingly.

### Import Mod Files

When a MAPS type is selected it will ask you to select a .SCENARIO file and once selected, it will automatically import all files in the relevant folder associated with that scenario.

When a MODS type is selected it will ask you to select a directory, this directory should contain all files and folders structured correctly (Example: ModName root folder in the image above).

If completed successfully, you will see the files listed in the Files: box.

### Set Mod Data

#### Title

This is the title visible to steam users browsing the workshop.

#### Visibility

* Public - Visible to anyone

* Private - Visible to you only

* Friends Only - Visible to you and your steam friends

#### Description

This is the text description that accompanies the title visible to users on the steam workshop

#### Preview Image

The thumbnail image visible on the steam workshop

Steam requires this image to be less than 1MB

#### Tags

An assortment of tags to describe the mod you have created, used to filter and search in the steam workshop

### Updating a Mod

As simple as subscribing to the mod you have uploaded, choosing the appropriate mod type, and importing the files found in the steam workshop download directory.

Once imported the Workshop Uploader will detect the ModInfo.meta file and allow you to make changes.
Urban Upgrades

Cities / Towns / Villages are represented through "Urban" upgrades (facilities) that are placed on the map. By default in SR these cannot be built during a game (although that can be changed by modding, by changing the "NoBuild" flag).

The Urban upgrades are represented by entries in the Equipment list, just as all other facilities are. These upgrades also have some special features that are unique to Urban upgrades.

### Urban Upgrade "Set" (Population / Capital)

The game engine will automatically adjust the exact Equipment list entry being used based on two factors:

* Population
* If location is the regional Capital

A Set of Equipment list entries consists of 10 entries total for each set. These entries **must** be in numeric SR5ID number sequence in the equipment list, and will generally follow the following pattern (with SRU Population ranges):

* Abandoned Town ( to 500)
* Small Village (500 to 50,000)
* Village (50K to 150K)
* Small Town (150K to 250K)
* Town (250K to 500K)
* City (500K to 1M)
* Large City (1M to 2M)
* Metropolis (2M to 5M)
* Mega City (over 5M)
* Capital City (Any population)

The Population range values are set in the Equipment List entry for each upgrade in the "NuclearYield" field (value in thousands).

### Regional and Era-Specific Urban Upgrades

The starting entry of each set can be different for various regions, it is defined in the .CVP file in the &&THEATRES section. The entry used is based on the Theater of the hex where the upgrade is located. The starting entry must point to the *Abandoned Town* entry.

By default, the following set are included in the SR Equipment list:

* **21500 : Era 1 Europe / North America**
* 21510 : Era 2 Europe / North America
* 21520 : Era 3 Europe / North America
* **21530 : Era 1 Middle East**
* 21540 : Era 2 Middle East
* 21550 : Era 3 Middle East
* **21560 : Era 1 Africa**
* 21570 : Era 2 Africa
* 21580 : Era 3 Africa
* **21590 : Era 1 Asia**
* 21600 : Era 2 Asia
* 21610 : Era 3 Asia
* **21701 : Era 4 All**

Movement to the next "Era" is based on the region knowing specific tech pre-reqs as defined in the TechReq1 and TechReq2 fields of the Urban Upgrade Equipment list entry. In SRU these are generally based on the following Era Techs:

* Era 1 to Era 2 - Tech 1012
* Era 2 to Era 3 - Tech 39
* Era 3 to Era 4 - Tech 1034

*SRU 9.1.87 / SRGW 10.1.87 version and later: If there is no starting Equipment List set defined for a specific Theatre, then 21500 is used by default.*