recursal/Fanatic-Fandom huggingface dataset:
Alpha 47B

**Version chronology**

**External links**

## Major changes

* Building & module placement system has been completely rewritten. Disclaimer:
	+ "flatten terrain" has been temporarily deactivated
	+ various cosmetic issues are known, ie. doors not punching holes and things being generally ugly.
	+ There are some other known bugs with zones and things moving outside of the window.
* Added Chapel doctrines that have different effects on your colonists
* Bandits & related events have been overhauled

## Full changelog

* performed complete rewrite of module and building placer
* added chapel doctrines, along with accompanying UI. Players may now choose a chapel doctrine in the building's interface, which will influence what effect their vicars' sermons have.
* re-enabled module animations and particle effects on a number of modules.
* performed refactoring of Bandit events to fit revised faction code; you will notice that some events have slightly different options
* added "Bandits Visit Town" event
* added "Ministry Investigates Stolen Goods" event
* added "Bandit Ties Investigated" event
* added "Bandits Guard Town" foreign office missions & hook to foreign invasion event
* trade missions now spawn with guards
* rubbish left lying around may now spawn vermin
* fixed up faction descriptions on Foreign Office buttons
* removed old references to "Seminary Training"; it is generally replaced with "Spiritually Inclined" trait.
* added first set of metallurgy/mining techs
* re-enabled pickup\_animation for modules. This may cause some visual oddness until a related bug is fixed.
* all remaining jobs that allowed a worker to leave while they were in progress (i.e. smelting) have been changed to require worker presence.
* added an event that recommends a player build a barracks if they haven't done so by day 4
* added "?" box tutorials for the following windows: Foreign Office, Chapel, Laboratory, Mine, Trade Office.
* FIXED: stained glass windows were not being built
* FIXED: Iron scraps are now able to be smelted into bars like ore
* FIXED: costs for a number of modules with incorrect costs
* FIXED: various typos
* FIXED: zones are designated per-vertex and not per-tile
* FIXED: module placement crash when SHIFT-clicking multiple modules or placing modules rapidly and in succession
* FIXED: various issues with snapping modules not working correctly at all
* FIXED: extruded blueprint for an exterior model extends one unit behind the actual module (or more, depending on the interior height)
* FIXED: ghost chalkboard is not longer valid too for performing research
* FIXED: Iron Smelting Crucible consumed one too few bricks
* FIXED: people no longer stick their heads into ovens/workbenches when dropping off materials. Usually.
* FIXED: colonists will drop goods when retreating (fixes possible instances of objects attached to hands)
* FIXED 47A: fishperson steak ownership incorrectly assigned
* FIXED: civilians weren't correctly dropping firearms
* FIXED: scripterror when attempting to do Foreign Office action on Bandits when none are on map
* TEST: locked cabbage at start
Beta 52B

**Version chronology**

**External links**

## Major changes

* new immigration system
* building control windows redone
* workshop jobs that are interrupted will return unused ingredients
* added building upkeep system & repair trunks to pay for upkeep
* added a major cult crisis event arc

## All changes for Beta 52B

* added current/max population widget to UI
* updated tutorial to reference new immigration
* added production menu coloring feedback for stuff you don't have the ingredients for
* added list of workshops/offices/houses to click on when the menu is open (lots of love needed to make the system feel elegant again: reorganization, making important info visible at a glance, styling, etc.)
* overhauled the immigration system (Immigration is now based on your housing capacity. 2 workers per Lower Class House, 1 overseer per Middle Class House. We'll see how this goes.)
* added unique gun locker models
* fiddled about with a lots of UI
* Repair Trunks are now craftable (for upkeep)
* moved all workshops, offices, housing over to workshops, offices, housing panel
* stockpiles can now be assigned to work crews (a work crew that is not busy and can haul will still attempt to haul, however)
* commodities used in the production of module goods are now stashed in the module using them, and will be released if the job is aborted
* added some new techs to military and mining
* swapped position of trade office and naturalist office in the offices submenu
* added a major cult crisis
* added building upkeep
* sugarcane can be brewed into booze
* buckets of agave syrup may now ignite if set on fire
* added alert for if traders attempt to visit but no trade office is built
* dissecting horrors now has a chance to increase science points in random lab
* cleaned up various edge cases in Trader group behaviour
* balance: all starting characters start with "Pioneering Spirit" trait
* FIXED: construction jobs did not use closest materials
* FIXED: bandits could be set to double-plunder your settlement
* FIXED: error in certain cases during bandit plundering of goods relating to stacks and goods ownership
* FIXED: pickling a certain type of fungus could lead to problems
* FIXED: traders will abort trade mission if you demolish the trade office (and they will not consider a trade office in process of being demolished to be valid trade target)
* FIXED: issue with healing afflictions in Barbershop
* FIXED: Stahlmark special traders no longer use Novorusian flag
* FIXED: steam knights will now never land inside buildings or in water
* FIXED: display cost of mechanical mixing tank
* FIXED: in several cases, traders would not find a valid trade office
* FIXED: pickling chillies
* FIXED: dipping into trade-food required only half the hunger it was supposed to
* FIXED (42A): chilli stew in Iron Oven

### Internal

* FIXED: corrected more incorrect memory names
Cult

**Cults** are one of the Factions in the Clockwork Empires. Cultists differ from other colonists by not worshiping at the altar of The Celestial Order and instead praying to other deities.

Cult hierarchy consists of leaders and minions. The leader being the creator of the cult and minions being invited into it. Cults may be started out of the combination of idleness, sadness, madness, traits like Strange and a desire to create one. For a leader to start a cult they need to find a friend to start the cult with. Cult activity consists of creating shrines, attending rituals, recruiting colonists, praying to the dark ones and murder sprees.

When the first cult shrine is being constructed the player will be asked to react. Their choices are to either ignore the existence of the shrines, allow their construction, or ban the shrines.

Cultism spreads through word of mouth - idle, gossip and "odd" sermons in the chapel. Cultists give non-cultists an invitation and may extend it, if not accepted in time.

It's possible for a colonist to be "cured" of cultism by restoring sanity, happier and drinking laudanum. Eventually they will leave the cult.

## Worshipped "Deities"

* The Queen
* Fishpeople
* Obeliskians
* Geometry
* Selenians
* Death
* Nature
* Technology
Caninha

*"Distilled high-proff alcohol made from sugarcane. It helps one to forget."*

**Caninha** is a distilled sprits made from Sugarcane in the Kitchen using a Still.

It can be served in a Public House serving distilled sprits or used as an ingredients when cooking Refined Food​.

Caninha can be traded in the Trade Office at a value of 50.
Wannies Fragment

Position | Row 5 [list all]
 Powerlevel | None [list all]

## Description

The **Wannies Fragment** was one of the four fragments which together summoned Dark Monk's Statue to complete the ceremony. This turned Zeelich back in its original look after 10,000 ceremonies. The Wannies Fragment is the green "above" piece of Dark Monk's Key.

## Role in Twinsen's adventure

As a part of his quest of uniting the four key fragments, Twinsen had to find the Wannies Fragment. It was located in a room in the Wannies Mines, protected by the a huge guard. After killing the guard, Twinsen retrieved the key to the room. In there, it turned out that the room looked like Dark Monk's Chapel, but then with a fragment. After taking the fragment, Twinsen had to fight his way out, as the Wannies in the mine wanted their fragment back.

## Unconfirmed theories

After picking up the Wannies Fragment, Twinsen heard a voice speaking to him. It might have been the real Dark Monk, who was making sure the whole prophecy would be fullfilled.

## Related threads

### General

* Has anyone emailed our good ol' Fred about...
* The mine on the Wannies island
* Dark Monk
* The wannies fragment
Cultist

A **cultist** is a colonist that has forsaken the Church of the Holy Cog and worships more devious entities as part of a cult.

Cultism spreads through idle colonists gossiping and can only be curbed by administrating due Frontier Justice when one is discovered. Insane characters and characters with traits Easily Influenced, Doomed, Maddened Intellectual, Spiritually Inclined are more prone to cultism, while Adaptable characters are less likely to be involved in it. Cultists can harm your colony by planting Malfeasant Clawbulb in your farms or by initiating murder sprees or plainly slowing down productions due to taking part of cult activities. To initiate a murder spree they have to build a Ominous Shrine, and later go there to obtain a Sacrificial Dagger that can be used for killing fellow colonists.

When a cultist dies, a Obeliskian Servitor might spawn.
Bag of Wheat Flour

*"Abundant stable of the home Countries, wheat can be baked, brewed, and stewed to the delight of any Clockworkian."*

A Food item, Bag of Wheat Flour can be obtained by harvesting from a Wheat Field. May be eaten raw or cooked in a Kitchen to produce Bread or Pie's.

Can also be processed in a Brewing Vat to make Beer.
Alpha 50B

**Version chronology**

**External links**

* FIXED: All perennial crops required 2-3x the intended amount labor to grow
* FIXED: ALL buildings should now accept bamboo as a timber source in addition to logs
* FIXED: building destruction would nerve-staple overseer (as far as being re-assigned to a new workshop was concerned)
* FIXED: scripterror in "Colonists denounce cowardice"
* FIXED: various small typos
* FIXED: cabbage field had incorrect description
* FIXED: starting clay and stone positions follow player start location correctly now
* FIXED: enemies will no longer attack unfinished buildings
* FIXED: starving colonists will no longer forage lacquer to eat
* FIXED: cleaned up despawn calls on non-player agents
* FIXED: defeated enemies will no longer attack buildings
* FIXED: saving after fleeing traders will cause the save to corrupt
Improvised Musket Locker

A storage locker for a version of the archaic firearm upon which the Empire fought its way to dominance.

This Improvised Musket consists of a hardwood barrel mated to a civilian pistol base.

Place this module in a barracks to unlock this weapon for that military crew.

Made in the Carpentry Workshop using an Assembly Workbench.
Hunting

**Hunting** is a Job performed by your colonists by creating a "hunt animals" job on one or more huntable creatures. The special thing about hunting is a job is that it is *not* performed by default and has to be enabled on a Work Crew basis. This is, presumably, because it can lead to high consumption of ammunition as well as colonists running
far to hunt these animals, which might put them in dangerous situations.

Hunting can be a valuable source of food for your colony, and which creatures can be hunted depends on colony location.

## Huntable Wildlife

* Giant Beetle
* Junglefowl
* Land Dragon
* Antipodean Vomiting Fox
* Aurochs
* Dodo
* Giant Snail
Bushel of Sausages

*"As the Ministry puts it "The tasty treat made from mystery meat"."*

 A Food item. Cooked in the Kitchen from Raw Meat

Overseer prefered

Typically, a sausage is formed in a casing traditionally made from intestines. Sausage making is a traditional food preservation technique, a logical outcome of efficient butchery. Traditionally, sausage makers would salt various tissues and organs such as scraps, organ meats, blood, and fat to help preserve them. They would then stuff them into tubular casings made from the cleaned intestines of the animal, producing the characteristic cylindrical shape. Hence, sausages, puddings, and salami are among the oldest of prepared foods, whether cooked and eaten immediately or dried to varying degrees.

Due to their habit of often exploding due to shrinkage of the tight skin during cooking, they are often referred to as *bangers*, particularly when served with the most common accompaniment of mashed potatoes to form a bi-national dish known as bangers and mash. (The earliest documented use of the designation *banger* is from October 1918, in a letter sent home by a British soldier from the front line in World War I. It is often said to have been popularized in World War II, when scarcity of meat led many sausage makers to add water to the mixture, making it more likely to explode on heating.)
Sausages may be baked in a Yorkshire pudding batter to create "toad in the hole", often served with gravy and onions, or they may be cooked with other ingredients in a sausage casserole.

[Source: https://en.wikipedia.org/wiki/Sausage]
Beta 51F

**Version chronology**

**External links**

* added Steam Knights (accessible via Foreign Office, an event arc, and a special experimental loadout)
* added some new Steam Knight animations
* added "On-Shift/Off-Shift" status to the names of idle jobs
* added Grinder module and Grinder recipes
* added # of chairs display to Barbershop
* added some new event arcs
* added "save and exit to main menu", "exit to main menu without saving" buttons
* added ability for events to lock building for special work (& UI to support this)
* rewrote commodity tracking code
* changed commodity filter categories
* did more iteration on UI responsiveness
* added optional code for FYI-style alerts to display images
* increased range on animal\_repopulate spawn (so they don't get stuck on the edge of the map)
* traders will send an alert when they leave the Trade Depot
* if a chapel is given a "special project" it will boot out anyone waiting for confession
* balance: reduced incidence of bandit/fishperson attacks
* FIXED: charred meat ownership is set correctly
* FIXED: Distil Rum
* FIXED: various minor scripterrors
* FIXED: various typos in events, descriptions
* FIXED: an altar is now required for colonist to want to Attend Sermon (because it is required to give a sermon)
* FIXED: fishpeople won't hit people with meat anymore
* FIXED: bandits will no longer fire at people while holding bread
* FIXED: bandits\_amnesty event error
* FIXED: removing a module will now (immediately) push effects of its removal to parent building
* FIXED: Maize not being usable in vegetable recipes
* FIXED: some jobs that were missing job time data
* FIXED: scripterror dead overseer replacement event
* FIXED: commodity drop will always hide the object at the end of the merge container cycle
* FIXED: alert stubs not registering themselves with event arcs
* FIXED: minor bug when clicking the top pixel of a UI window
Alpha 46A

**Version chronology**

**External links**

## Major changes

* added Trade Depot & trader events
* food has been reworked; characters now prefer food matching their class, many recipes are changed & new added. Certain foods function best as trade goods (ie. preserves, tinned food)
* Foreign Office content for foreign nations added
* added Vodka to the game

## Details

* implemented first iteration of Trade Depot.
* cultists now have purple names
* balance: made foreign office wipe diplomacy points when player changes factions (for obvious reasons)
* added the following new recipes: Farmers' Stew, Berry Medley, Sausages, Tinned Meat
* Preserved/Tinned goods are now more expensive to create, but function as superior trade goods. Their recipes have been updated accordingly.
* all Pickled Funguses have been collected into a single recipe
* all Berry Preserves have been collected into a single recipe
* all Pies have been collected into a single recipe (& Pies are now more expensive to create, as owing to their high quality tier.)
* all food recipes have been given qualities and module requirements as appropriate for their quality.
* higher class characters will now prefer higher quality food.
* added glass bottles to the ceramics workshop (They are used to make preserves.)
* balance: exhaustion chance for foragables has been significantly lowered to allow players to experiment with the new recipes.
* all items in the game have been given trade values and "tradeable/not tradeable" flags (The primary use of this at the moment is to disallow the trading of perishable foods. Relative values of trade goods are subject to adjustment.)
* added vodka
* added trade events & foreign office trader 'missions' for all foreign nations
* Foreign faction relations and hostile/neutral/friendly states are now controlled via Foreign Office
* added UC window module
* be warned: crop fields will be entirely cleared if you change the crop type you're growing!
* fixed misaligned text in credits dialog
* improved checkbox art
* balance: mining at default position now outputs sand + clay
* FIXED: cloth production was instant
* FIXED: occult feelings test didn't properly test feelings in context of cults, leading to reduced cult activity
* FIXED: paperwork scripterror (when workcrew is unassigned from office)
* FIXED: an item is only added to the commodity list if it is owned by a player.
* FIXED: various other commodity list/trade good/forbidding-and-claiming-item interactions
* FIXED: buildings flickering from exterior to interior views when you move over a static prop when they are highlighted
Exotic Caviar

*"What ho! A little nest full of fishy eggs."*

**Exotic Caviar** is found scattered around the wilderness. Can be foraged by creating a forage job on them. This will create a Bushel of Exotic Caviar. Doing so will anger the fishpeople and increase the intensity of their next raid.

Bushel of Exotic Caviar can be processed into Tin of Exotic Caviar at the Kitchen.
Bushel of Scrap Iron

*"A bushel of scrap iron which can be smelted back into an ingot."*

A basket containing metal fragments and broken components. It may be obtained as a gift from Fishmen with which your colony is maintaining cordial relations.

*This article is a stub. You can help Clockwork Empires Wiki by expanding it.*
Brick Ceramics Kiln

A **Brick Ceramics Kiln** is a module intended for use in a Ceramics Workshop. Used by Work Crews to fire a Cube of Clay or a Sand, producing Bricks or glassware respectively. Unlike Stone Ceramics Kiln, this module requires bricks to be built and is produced in the ceramic's assembly workbench.

## See also

* Iron Ceramics Kiln
* Stone Ceramics Kiln
Bushel of Maize

*"It's some kind of monstrous, juicy grain from the Frontier."*

Bushel of Maize is a Raw Vegetable. Produced by harvesting a maize plant at a Crop field. May be eaten raw or cooked in a Kitchen to produce Maize Chowder or Farmer's Stew.
Can also be brewed to produce chicha.

Can also be used to make Refined Food​ which is based on any raw food.
Day-Night Cycle

The day-night cycle is Clockwork Empires' simulation of the sun cycle. As of now there is six minutes of day followed by two minutes of night, and as such a full daily cycle takes 8 minutes to complete.

Colonists need to eat food once every day.

Many jobs are affected by whether or not it is night.

Night is also the Time when Cultist are most active, pay attention to any colonists who may be sneaking into the woods in the dead of night.
Glowing Spore

> *"A pod or spore, glowing with life – but not as we know it. It hurts to look at it directly".*
>
>

The glowing spore is an object shaped like a spiked ball, apparently the "living" version of the black Dormant Spore. It is left behind after the Selenian attack in the "Strange meteor showers" event. As the item description states, it has a strong white glow.

Trade Value: 1000
Alpha 46B

**Version chronology**

**External links**

* NPC groups carrying out neutral/friendly missions will abort those missions if relations turn hostile
* military skill of a squad's commander now adds bonus damage to squad attacks
* redcoat vs. militia status of soldiers now adds bonus damage to attacks (that is, redcoats do more damage)
* clay pot decor are now boxed modules.
* a few events that relied on Prestige to function have been re-enabled to work without it.
* events that lost you prestige before will now lose you relations with civilized nations.
* Items that are not allowed to be traded will no longer have a "mark as trade good" option on click
* FIXED: error upon designating goods for trade
* FIXED: costs for "Decent Cabinet" were wrong and have been corrected.
* FIXED: Trade Depot icon should now be visible even when you don't have any bricks. (It doesn't require bricks to build, anyway.)
* FIXED: Trade goods can now be selected in stacks
* FIXED: forbidding stacks now also works as well
* FIXED (47a): crash selecting trade depot after load/save
* FIXED: phantom doors opening and closing after load/save
* FIXED: instant drink brewing
* FIXED: foreigners would punch fish steaks they happened upon
* FIXED: naturalist\_study\_fishperson\_corpse text error
* FIXED: (46A) grayed out trade depot broken
* FIXED: traders did no damage when attacking
Cooked Long Pork

*"Does this look familiar? No, perhaps not"*

Cooked Long Pork is a Food item produced by cooking Long Pork in a Kitchen at the Oven.

The Long Prok Steak recipe has a high yield, making it very good at keeping hunger at bay, but the taste is a little too "familiar".

"Exotic Cooking" technology is required to cook Long Pork

Overseer prefered
Fishy Behavior

*" This individual have become obsessed with the water, the sea, fish, and all things aquatic. They often contemplate taking long walks, directly into the ocean..."*

Fishy Behavior is one of the character traits in Clockwork Empires.

## Effects

* Generally prone to enjoying Fishy Things.
* More susceptible to Weird Fishy Things.
Foraging

Foraging is a job that can be assigned to Work Crews to increase the supply of Food to the colony, as well as other goods. A variety of edible things can be foraged from trees and bushes for either direct consumption or processing in a Kitchen.

* Bushel of Black Cup Fungus from Black Cup Fungus
* Bushel of Exotic Caviar from Exotic Caviar
* Bushel of Lingonberries from Lingonberry Bush
* Bushel of Orange Cup Fungus from Orange Cup Fungus
* Bushel of White Cup Fungus from White Cup Fungus
* Crate of Coconuts from Coconut Palm

Additionally, useful resources may be harvested from the environment:

* Bushel of Bones from Aurochs Bones
* Various commodities from Bandit Tent
Bottle of Moonshine

*"Moonshine. White Lightning. Hooch. It REALLY helps people forget"*

**Moonshine** is a distilled sprits made from Chicha in the Kitchen using a Still.

It can be served in a Public House serving distilled sprits or used as an ingredients when cooking Refined Food​​.

Moonshine can be traded in the Trade Office at a value of 150.
Grape Field

Harvest output: | 18 units

**Grape Field** is a crop field of Grapevine. When harvested, it produces Bushel of Grapes. Bushel of Grapes is raw fruit but can be processed by colonists in a Kitchen, provided the kitchen has an Oven or Brewing Vat

It needs to be researched in a Laboratory before this crop can be planted.
Chapel

*This article is a stub. You can help Clockwork Empires Wiki by expanding it.*

The **Chapel** is a place to worship the Holy Cog in all its glory.

Until recently, the Empire would offer to send a Vicar to the colony upon completion of a **Chapel**. Now, the Overseer of any Work Crew assigned to the Chapel becomes the new Vicar.

Colonists can go to the chapel to confess their sins or listen to the Vicar give a sermon, if he is around to do so. This makes your colonists happy, and helps keep them sane.

### Modules

* Large Stone Altar
* Stone Altar
* Upper Class Door
* Wooden Altar

### Decor

* Candelabra
* Church Banner
* Church Pew
Jar of Beer

*"A stout beverage brewed to slake the thirst of a long day's work"*

**Beer** is made from a bag of wheat flour in the Kitchen using a Brewing Vat or the more advanced Mechanical Brewing Tank.

It can be served in the Public House, distilled into Whisky using a Still in the Kitchen or used as an ingredients when cooking Refined Food​​.

Beer can be traded in the Trade Office at a value of 50.
Alpha 43E

**Version chronology**

**External links**

The main change is that we rewrote the stockpile handling code. In the old codebase, we searched by stockpile, and it might end up happening that a far away good would end up in the closest stockpile to the colonist, causing colonists to put things in odd stockpiles. In the new system, we consider the closest good in each filter category to the colonist, and perform a breadth-first search versus all stockpiles looking for the hauling routine that minimizes total walking distance for the colonist (i.e. "distance from colonist to good" and then "distance from good to stockpile.") This means that, for instance, if you put a stockpile next to a pile of far away resources, and a stockpile in your home base, colonists will attempt to fill the far away stockpile with the far away resources before trying to lug them all home.

## Other changes

* FIXED 43C: farm jobs could sometimes get ignored by the work crew working them if you have a lot of idle work crews
* FIXED: apparently, require\_gameobject never actually did a reachability test to see if we could reach the object.
* FIXED: farms now disable/enable filters as crews are assigned to, or unassigned from, them
* Various church, fishpeople fixes.
Antipodean Vomiting Fox

A creature native to temperate biomes. May be hunted to produce two Raw Steak. When in groups, foxes display pack hunting and predatory behaviours.

Foxes will butcher and eat corpses, similar to Fishmen, often eating one Long Pork and leaving one behind. Foxes will also eat meat directly from stockpiles, which may cause food shortages for colonists. Foxes will also eat gibs laying on the ground.

* A fox that is "asleep".
* Animation of pack hunting behaviour.
Bottle of Laudanum

Type: | Drink

**Bottle of Laudanum** is a drink commodity produced from a Chemist's Shop. It is produced by processing a Bucket of Opium and a Bottle of Whisky. A reddish-brown bottle containing Laudanum, an alcoholic extract of opium. When drunk by colonists, helps to stave off madness in a manner similar to beer, whisky, and moonshine.

**Laudanum** /ˈlɔːdᵊnəm/ is a tincture of opium containing approximately 10% powdered opium by weight (the equivalent of 1% morphine).

Reddish-brown and extremely bitter, laudanum contains almost all of the opium alkaloids, including morphine and codeine, and its high morphine concentration makes it a potent narcotic. Laudanum was historically used to treat a variety of ailments, but its principal use was as an analgesic and cough suppressant.

Laudanum in fiction:

1. In Mary Shelley's novel *Frankenstein*, Victor Frankenstein takes laudanum to help him sleep.
2. In William Faulkner's novel *Requiem for a Nun*, Compson, Doctor Peabody, and Ratcliffe give whiskey tainted with laudanum to a group of rowdy lynchers and a militia band that had joined together. Upon them falling asleep, they gathered them up and locked them in jail while they were still unconscious.
3. English poet Samuel Taylor Coleridge, was famously interrupted in the middle of an opium-induced writing session of *Kubla Khan* by a "person from Porlock".

[Source: https://en.wikipedia.org/wiki/Laudanum]
Mineshaft Module

The **Mineshaft Module MK I** is a module that must be built and attached to a Mine workshop, to create a functional mine.

It appears to be a mine elevator - a wooden chamber with one door, large enough to accommodate one miner at a time, supported by pulley system.

The mine will not work unless supplied with Mine Shorings.
David Baumgart

**David Baumgart** - Gaslamp Games’ art director and principal artist. He draws almost everything that appears in Gaslamp Games’
games while overseeing the visual direction of Gaslamp’s creative
doings, all while prodding contractors. Aside from toiling over
pixels, David does game design, writing, and other.

Previously as well as confoundedly concurrently to his involvement
with Gaslamp, David has worked as a freelance artist & designer for a
multitude of small companies, entrepreneurs, and start-ups creating
assets for web/flash/social games, iOS games, and various other
similarly small indie games (including Fractal Softworks’
“Starfarer”). He’s also done a bit of game branding, logos, character
design, and web design work. David even has a fine arts degree from
the Alberta College of Art & Design but everyone only ever wants to
see a link to his
portfolio.
Dormant Spore

*"A pod or spore, long dead; stumps protrude from the central mass. It seems not of this world."*

Trade Value: 1000
The black Dormant Spore is an object left behind after the Selenian attack in the "Strange meteor showers" event. It appears to be the "non-living" version of the Glowing Spore.

Trade Value: 300
Office

*This article is a stub. You can help Clockwork Empires Wiki by expanding it.*

**Offices** are a type of building. Unlike workshops, offices do not allow the assignment of specific jobs. The Work Crew assigned there will automatically go about the duties associated with that building.

## Types of offices

* Barbershop
* Barracks
* Chapel
* Foreign Office
* Laboratory
* Mine
* Naturalist's Office
* Public House
* Trade Office
Revision 33D

**Version chronology**

**External links**

* FIXED: chapels / vicars work again
* FIXED: trait job weightings not working correctly
* bullet system converted to military supply system
* added airdrop crate & animation (supply drops will now use crates)
* airdrop crates will damage stuff they land on
* supply drop now tells you how many items you received
* random immigration now tells you the job class of immigrants received
* re-added Naturalist to random immigration
* added some naturalism exploration / investigation jobs, re-balanced behaviour
* removed the horrible grass lump from a lower dimension
* animals will now eat crops & applicable food items
* colonists will shoo bad animals away from crops & applicable food items
* ground fowl will create nests & will hang out near nests
* animals flee from danger more effectively
* colonists will forage for food if starving
* soldiers will do more damage if their NCO has appropriate traits
* soldiers will do more damage if they have appropriate traits
* dust particles thickened
* added some random hidden artifacts to map
* gave artifacts descriptions
* added chance to find artifacts during normal digging
* naturalists may discover that random rocks are actually an ore node (or artifact)
* Naturalists will study nature
* exploration beacon more responsive
* added Laboratory building
* added Macroscope module to Laboratory to use for studying things
* Workcrew can be assigned to Laboratory
* added Scientist class
* added Laboratory Assistant class
* Paintings now have descriptions based on the memories and important life events of the painter.
* Favours! Get free stuff from the Empire depending upon your prestige.
* merged colonists button and colonist counter
* various module cleanups, including stopping church module ghosts from showing up in the wrong position
* new interface for clicking on modules
* exploration beacon more responsive
* Modules can now be dismantled
* Buildings can now be dismantled
* FIXED: Some heap corruption
Bushel of Lingonberries

*"Lively red berries which may be boiled into fine preserves or baked into pie."*

A Food item, Bushel of Lingonberries is a Raw Fruit, obtained by Foraging a Lingonberry Bush or harvesting from a Lingonberry Field. May be eaten raw or cooked in a Kitchen to produce Fruit Medley or Berry Preserves

Can also be used to make Refined Food​ and Pie.
Pickled Fungus

*"A crate of (black) fungus - notably for its earthy flavours."*

A Food item. prepared in the Kitchen using Raw Fungus and Glass bottles.To prepare Pickled Fungus an Assembly Workbench is required.

Pickled Fungus is a delightful meal for the colonists

A Tradable Food item, Pickled Fungus can be traded in the Trade Office at a value of 240
Public House

*This article is a stub. You can help Clockwork Empires Wiki by expanding it.*

A **Public House** is a place for your colonists to drink away their madness with the booze produced in your kitchens.

A Public House needs some booze vats to store the booze. You can choose whether to serve lighter alcohol like beer, wine and chicha or rather spirits like whisky. It is also possible to serve Laudanum. Colonists require chair to drink, so you have to put at least a couple of chairs or a table and chair.

### Modules

* Simple Door
* Booze Vat
* Simple Chair
* Simple Table and Chair Set
* Simple Open Window
* Simple Closed Window

### Decor

Public house can be decorated with the usual range of items (stained glass windows, shrines, clothes lines, rugs, carpets), with clay pots and with the practical cabinet. No wood/stone plinths are available.
Supply Drop

Once in a while the Empire will give permission for you to request supplies. When a supply has been requested it will instantly be dropped near the locations of your starting supplies. It will damage anything that it happens to land on.

There are 4 different options to choose from, listed below.

## Food to feed my colonists.

This option provides 10-16 number of the with the corresponding chance for each item.

 Bottle of Whisky | 25%

## Guns. Lots of Guns.

This option provides 3-5 of the following items with the corresponding chance for each item.

 Ammunition | 25%

## Materials to build workshops

This option provides 6-10 of the following items with the corresponding chance for each item.

 Glass Panes | 6.7%

## Nothing, thanks, we'll manage.

This option gives +1 prestige.

* Supply drop menu. The answer is always more guns.
Naturalist's Office

*This article is a stub. You can help Clockwork Empires Wiki by expanding it.*

The **Naturalist's Office** turns an assigned Overseer into a Naturalist, which can either explore surrounding area, identify nearby mineral deposits or hunt wild animals. They can do either activity automatically or you can assign them particular spot to survey for minerals or particular animal to hunt.

Naturalist offices do not require any additional module to scout the area. They however require Standing Desk and Stacks of Paper for surveying for minerals, or Improvised Musket Locker and Stone Pellet Ammunition for hunting animals. Note that other weapon lockers or Bureacrat's Desk do not appear to be usable in Naturalist's Office.

## Modules

* Practical Door
* Fancy Window
* Standing Desk
* Improvised Musket Locker

## Decor

Apart from standard range of items (stained glass windows, shrines, clothes lines, rugs, carpets), Naturalist's Office can be decorated with practical cabinet and with clay pots. No wood/stone plinths are available.
Revision 36C

**Version chronology**

**External links**

* farming zone render fix applied to blueprints
* FIXED: stockpile hauling jobs always had utility 0 (or something about the distance calculation being borkened)
* UI: new assignment beacon system in-progress for resource collection jobs
* UI: zones drawn around new assignment beacon areas when they are moused over.
* new bandit framework going in (in-progress)
* improved feedback for bandit actions
* bandit gangs get names
* bandit combat behaviour improved (ie. won't ignore gunfire to steal stuff. Usually.)
* added contact note on launcher
* revised some icons for ceramics kilns vs. smelters
* SCIENCE: combined refinery, arsenal, and metalworks into just the metalworks
* revised graveyard icon
* balance: made supply drop really rare & take a long time
* added musket -> carbine crafting job
* added some more character names
* balance: made cults easier to form
* "Research Family Tree" now has consequences
* "Lord Palmerstoke's Science Crate" has been completely revamped
* "Ominous Dreams" actually fires, ever, and also adds madness to the victim
* whole mess of profession-specific character models hooked up!
* Fixed a couple weird random crashes at the last minute
New Antipodea

New Antipodea is the temperate of the two available colony locations and hosts a different wildlife than New Sogwood.

It features a rich life of animals, including the Antipodean Vomiting Fox and many possibilities for Foraging of lingonberries. It's mainly flatland, with some higher plains further away from the sea. The fishpeople are less aggresive on this map, but will still attack regularly.

This map is generally regarded as the easier map due to lower raid rate and larger supply of Logs.

*This article is a stub. You can help Clockwork Empires Wiki by expanding it.*
Occult inspector

The Occult Inspector can appear due to an Event caused by your disturbance level, if he doesn't find anything, he will leave you alone, if he sees even ONE thing of the Occult (That being Artifacts, Cultistic Behaviour and Fishy looking People) they will quickly use their Flame Rifle to dispatch of the Danger and promise to come back more often, this is usually good if you angered the Fish or a Cult is praising a bit too much Geometry but if you befriended the Fish this may be a bit of a diplomatic problem.
Beta 51J

**Version chronology**

**External links**

* removed extraneous (and incorrect) skill display from bottom of workshops
* FIXED (51I): commodity counts would not decrease during model deletion after save/load
* FIXED: interactions on corpses now correctly reset after butchery by fishpeople
* FIXED: player-ordered hunting jobs won't be lost
* FIXED (51F): chilli stew & molasses output corrected
* FIXED (since 51F): saving game after flattening terrain will cause a crash
* FIXED (51I): commodity counts would not decrease during model deletion after save/load
Stockpile

*This **disambiguation** page lists articles associated with the same title. If an internal link referred you here, you may wish to change the link to point directly to the intended article.*

 A stockpile allows you to store your commodities in a organized fashion.

Each stockpile allows you to set which kind of items you want to be accepted for storage there.

* Large Stockpile
* Small Stockpile
Memories

Every colonist have a bunch of memories that reflect what they have been doing and experiencing. This all affect the mood of the colonist, and the collective sum of these memories will decide how the colonist is feeling.

Alcohol can be used to make colonists forget, as it will delete some recent memories upon drinking a bottle. The stronger the better, and as such Bottle of Laudanum is the most effective at removing memories. This is particularly useful to combat cultism.
Technologies

## Technology trees

Technologies in clockwork empires are divided into the following technology trees

* Agriculture
* Colony Production
* Military

### Agriculture

Agriculture allows researching new farm types depending on the biome your colony is in. There are also farming technologies which enhance crop growth thus improving the amount a farm yields per time.

### Military Tree

Military technology allows new weaponry, improves your soldiers and allows more potent healing options.
Tier List

*This article is a stub. You can help Epic Seven Wiki by expanding it.*

This page is no longer maintained. To view up to date tier lists, you can visit https://epic7db.com/tierlists

This Epic Seven tier list ranks characters based on their strengths and weaknesses and overall performance. The purpose of these tier lists is to provide a base level of insight on the various characters in Epic Seven. Tier lists are always subjective in nature, so keep that in mind when evaluating them.

**Knights**

**Warriors**
Resource Nodes

(This article is possibly superfluous. Consider merging with Resources)

Resource nodes are found all around the map in small groups and can be mined by colonists with a pick or a shovel by creating the appropriate job on them.

## Resource nodes mined with a pick

* Hematite Node
* Coal Node
* Gold Node
* Malachite Node
* Sulphur Node
* Chalk Node
* Sphalerite Node
* Rhyolite Boulder

## Resource nodes mined with a shovel

* Clay Node
* Sand Dune
Land Dragon

A large carnivorous reptile native to the Tropical Jungle group of biomes. The Land Dragon resembles the real-life Komodo Dragon. It may be hunted to yield up Raw Steak. These fragile creatures can only sustain the ingestion of a single lead ball. Land Dragons will eat meat lying on the ground, such as long pork and Raw Fishperson Steak, or steal it from stockpiles.
Republique Mechanique VS Fishpeople

If you are observant and have excellent timing, you may observe interactions (such as combat) of outside parties far from your colony.

Lyrics from "Les Poissons" of The Little Mermaid Movie (http://disney.wikia.com/wiki/Les\_Poissons)
Les poissons, les poissons
How I love les poissons
Love to chop and to serve little fish

First I cut off their heads
Then I pull out their bones
Ah mais oui, ça c'est toujours délice

Les poissons, les poissons
Hee hee hee, haw haw haw
With a cleaver I hack them in two
I pull out what's inside
And I serve it up fried
'Cause I love little fishes, don't you?

Here's something for tempting the palate
Prepared in the classic technique
First you pound the fish flat with a mallet
Then you slash off their skin
Give their belly a slice
Then you rub some salt in
'Cause it makes it taste nice

(Spoken) Zut alors, I have missed one!

Sacrebleu, what is this?
How on Earth could I miss
Such a sweet little succulent crab
Quel Dommage, what a loss
Here we go in the sauce
Now some flour I think just a dab
Now I stuff you with bread
It don't hurt, 'cause you're dead
And you're certainly lucky you are
'Cause it's gonna be hot in my big silver pot
Tout-aloo mon poisson
Au revoir
Revision 36A

**Version chronology**

**External links**

* optimization: stop filling dependencies for things like stowing tools, fleeing from monsters, and other stuff that doesn't need to go into the dependency list
* optimization: improved speed of time spent checking alarm queries
* optimization: improved speed of time spent checking for hostiles
* optimization: removed unnecessary matrix calcs from renderer backend
* (basically a bunch of stuff is optimized)
* colonists using a stockpile will now always prefer the closet stockpile square.
* FIXED: game would crash sometimes when cancelling an assignment, cancelling jobs, and picking up a job that was cancelled on the same frame
* balance: increased interrupt value of "repair module" and "gather building materials for repairing module"
* balance: criminal favour gives random 1-3 criminals rather than always 3
* balance: redcoats gives one fewer soldiers
* FIXED: invite to cult said it was trying to form a new cult (+ made text description more informative)
* balance: cloth bolts require two units of flax
* balance TEST: doubled output of farms
* added correct description to Chicha
* cults: if a cult doesn't have a shrine and has >= 3 members, it should attempt to build a shrine
* balance: made fishpeople less excited about attacking gabions
* colonists will now be woken up by gunshots, melee fighting, and explosions based on distance from source rather than target
* "embrace eldritch visions" now plays a variety of animations
* added icon for bottle of rum
* GAMEPLAY TEST: halved hunger/starvation time, doubled crop output
* added descriptive text of madness level to charpanel
* weighted downward "admire painting/fine machinery/implements of science" jobs
* shortened tutorial tooltips (they were overflowing their bg)
* medicinals have a chance to remove "cult\_seed"
* balance: doubled reload time for characters w/o military training
* added website to title menu just because
* IN PROGRESS: added a number of new events based on population and traits, as well as a fun bonus one for mining. Some of these are not ENTIRELY hooked up yet, so their indicated consequences may not actually happen
* polished fox pack-hunting behaviour.
* FIXED: chalkboards now have a 1x3 footprint.
* added new sound effects to a lot of UI elements.
* the macroscope is no longer backwards
* FIXED: colonists inspired to start a cult already in a cult won't start a new cult
* FIXED: modules not individually selectable after save/load
* FIXED: modules sometimes not getting correct tooltips selected and still always displaying module costs
* FIXED: modules not having correct bounding box set in object grid after save/load
* FIXED: characters will just drop tools in any old stockpile
Processed Goods

Processed goods encompasses any commodity that has been processed in at least one workshop. In the case of food, which is processed at a Kitchen, processed variants yield a much greater Food Value for colonists than just 'raw' farmed or foraged food.

The goods produced by the Arsenal are used by the military to keep order from the threats surrounding the colony. The Brewery helps ease the tortured memories of your colonists, allowing them to resist the call to madness. The Carpentry and Ceramics Workshops produce basic building materials to make other buildings and modules. The Chemist produces two advanced goods, fertiliser which is currently used as one of two ingredients to make ammunition in the Arsenal, and Laudanum, which is a powerful drug to help control your colonists mental distress.

The Refinery makes charcoal from logs, and ingots which are the refined form of mined ore extracted from the area around the colony. The second ingredient to make ammunition, Brass, is also made here by combining Copper and Zinc ingots. Ingots are also used in some building modules, and used in the Metalworks to make pipes, plates, and cogs, which are used in advanced building modules.

## List of Processed Goods By Workshop

### Carpentry Workshop

* Planks
* Bureaucrat's Desk

### Ceramics Workshop

* Bricks
* Glass Panes
* Stained Glass Window

### Chemist's Shop

* Fertiliser
* Gunpowder
* Bottle of Laudanum
* Lacquered Planks

### Kitchen

List of food and alcohol:

* food

### Metalworks

* Charcoal

Ingots:

* Brass Ingots
* Copper Ingots
* Gold Ingots
* Iron Ingots
* Steel Ingots
* Zinc Ingots

Metal Parts:

* Brass Cogs
* Copper Pipes
* Copper Plates
* Steel Plates
* Iron Pipes
* Iron Plates

Weapons:

* Combat Supplies (Ammunition)
* Guns
	+ Blunderbuss
	+ Carbine
	+ Jezail Rifle
	+ Musket
	+ Pistol
	+ Revolver
* Land Mine
Urchin Grenade

On-Hit Effect: | Urchin Grenade Explosion

An **Urchin Grenade** is a type of weapon used by fishmen raiders. It can produce melee and ranged damage. When thrown, they burst in a purple explosion, damaging colonists and volatile commodities, and creating a small crater in the ground.

## Gallery

* Urchin Grenade next to its former owner and some of his parts.
Tin of Exotic Caviar

*"A tin of large fishy eggs. An upper class delicacy!"*

Tin of Exotic Caviar is a food item, made from Bushel of Exotic Caviar in the Kitchen at the Assembly Workbench.

Bushels of Exotic Caviar are foraged from Exotic Caviar. Be advised that harvesting Exotic Caviar will anger any Fishpeople in the area and increase the intensity of their next raid.

A Tradable Food item, Tin of Meat can be traded in the Trade Office at a value of 500.

Nutritional information:

Although a spoonful of caviar supplies the adult daily requirement of vitamin B12, it is also high in cholesterol and salt. 1 tablespoon (16 g) of caviar contains:[Adapted from:National Agricultural Library. "National Nutrient Database for Standard Reference, Release 25, Nutrient data for caviar". USDA. Retrieved15 November 2012.]

* Energy: 42 kcal
* Fat: 2.86 g
* Carbohydrates: 0.64 g
* Fibers: 0 g
* Protein: 3.94 g
* Sodium: 240 mg
* Cholesterol: 94 mg
Raw Fishperson Steak

*"Naturalists have assured us the fishfolk do not feel pain, so don't worry about it."*

A raw fishperson steak comes from Butchering a fishman corpse by creating a job on it. Each corpse becomes two raw fishperson steaks.

It can be be cooked in a Kitchen to become a Bushel of Sausages, Fishperson Steak and other dishes.