recursal/Fanatic-Fandom huggingface dataset:
Changelog/v1

v1This page is about v1 of NQMod. It is not the current version.Versionsv12.4v12.3v12.2v12.1v12v11.1v11v10v9v8v7.2v7.1v7v6.1v5v4v3.1v3v2**v1**
Cumulative

**Note:** The v1 changelist currently hasn't been found. This partial changelist comes from the mod's XML & Lua files. DLL changes are not included (for now, unless mentioned in other files).

Changes in Version 1:

* El Dorado: Bonus gold for the first player to discover it has been removed.
* Frigate - Now 25 Ranged / 23 Defense STR (down from 28/25).
	+ Ship of the Line (England) - Now 30 Ranged / 25 Defense STR (down from 35/30).
* Great Scientists: Bulb for half as much, costs twice as much faith
* Infantry: Moved to Ballistics tech
* Longhouse (Iroquois UB): Now grants +10% Production like regular Workshop.
* Stealth Bomber - Now requires 2 Aluminum (instead of 1).
* Atomic Bombs: Removed from the game
* Research Agreements: Removed from the game
* Venice: Removed from the game

Mounted Units

* Chariot Archers (and UU alts) set as 'Mounted' class *(strength changed?)*, Horse Archer (Huns) promotion changed from Accuracy 1 to Shock 1 to match the class change.
	+ These units are now vulnerable to the Spearman unit line.
* Camel Archers and Keshiks: Set as 'Mounted Ranged' class

### **Social Policies**

Liberty
* Opener: Now provides 1 Gold in each city (in addition to 1 Culture)
* Meritocracy: Gold bonus from city connections set to 25% (from ?)

Honor
* Wonder: Statue of Zeus swapped out for Temple of Artemis as the policy wonder.
* Opener: Culture from units killed in combat now applies to all enemies, not just barbarians.
* Warrior Code: +15% Production when training Land units and a Great General appears outside the Capital. Great Generals are earned 50% faster.
* Professional Army: 4 units are maintenance free. Build Barracks, Armories, and Military Academies twice as fast.
* Military Caste: Walls, Castles, Arsenals, and Military Bases increase Local City Happiness by 1 and Culture by 2.
* Discipline: +10% combat strength for Land Units and build Courthouses twice as fast.
* Finisher: Finishing Honor tree now grants science (in addition to gold) for each unit killed in combat based on its strength.

(double-check prereq tree vs vanilla)

Piety
* Wonder: Great Mosque of Djenne swapped out for Stonehenge as the policy wonder.
* Opener: Now also provides +2 Faith in the Capital
* Organized Religion: +1 Faith and +1 Culture from Shrines and Temples.
* Mandate of Heaven: Moved (check this)
* Religious Tolerance: (new) +1 Happiness from each Temple. (old) Cities with a majority religion also get the Pantheon belief bonus of the second most popular religion.
* Theocracy: +1 Gold from each Shrine and Temple, and +50% Gold from the Grand Temple.
	+ Holy Site Gold moved to Finisher
* Reformation: (new) +2 Science from each Temple, and +25% Science from the Grand Temple. (old) If you founded a religion, gain a bonus Reformation belief.
* Finisher: Holy Sites now provide +3 Gold (in addition to +3 Culture and a free Great Prophet)
Rationalism

*[Renaissance Era]*

Unlocks Porcelain Tower World Wonder.

+1  Gold from Libraries, Universities, Observatories, Public Schools, and Research Labs.

### **Humanism**

 [Tier 1]

+100%  Production towards Libraries, Universities, Observatories, Public Schools, and Research Labs.

### **Scientific Revolution**

 [Tier 2, Prereq: Sovereignty]

Gain 1 free  Technology.

### **Free Thought**

 [Tier 2, Prereq: Sovereignty]

+1  Science from Trading Posts and Brazilwood Camps. +4  Science from Customs Houses.

### **Secularism**

 [Tier 3, Prereq: Humanism, Free Thought]

+2  Science from each  specialist.

### **Finisher**

 [Prereq: All lower policies]

+10%  Science while the Empire is  Happy.
Buildings

This article or section is a stub. You can help the Fruity Wiki by expanding it.

Feel free to help us fill out this article!

## Lists of Buildings

***Note**: This list is meant to be separated by tech era or building type (not sure yet). For now it is all being put in one list, will be edited later. Using Tab View to keep each list on this page (see Military\_Units for an example).*

* All (by Era)
* Growth
* Science
* Production
* Culture+Tourism
* Gold
* Faith
* Defense+UnitXP
* Happiness
* Other
Carthage

* Units may cross mountains, taking 50 HP damage if they end a turn of a mountain

### Starting Bias

Coast

* Phoenician Heritage - No longer requires Great General (can cross mountains from the beginning of the game). Now also makes your Cargo Ships immune to being plundered.
* African Forest Elephant (UU): No longer has increased production cost (same as regular horseman). If attacking from higher elevation into a lower elevation tile (example: hills to flat land, or mountain to any non-mountain), gains +20% Combat Strength and knocks enemies back (like Polish Winged Hussar - i.e. if the enemy cannot be knocked back, deals 50% additional damage).
Culture

**This page is under construction!**

This page may not be fully accurate or complete. You can help by contributing missing information. If nobody has edited it in the past week, you may consult the talk page or check the edit history to ask whether the last editor is still planning to add more.

**If you are actively editing this page, please use the template {{InUse}} instead to avoid edit conflicts.** After your current editing session return to this template if the article is still not finished.

*This message should be removed once (re)construction is over. Simply remove **{{UnderConstruction}}** from the top of the page.*

No content here yet, just reserving the page. Feel free to fill it out.
Camel Archer

## Camel Archer

Unique Mounted Ranged unit of the Medieval era

### Replaces

 Arabia
 Knight

## Stats

### Ranged Strength

 17
 21

### Range

 4
 2

### Abilities

* Can move after attacking
* No penalty attacking cities

## Costs

### Faith\*\*

 120
 460
 240

### Faith\*\*

 180
 620
 360

### Faith\*\*

 360
 1050
 720

### Faith\*\*

 80
 340
 160

### Obsolete at

 Chivalry
 Military Science

### Notes

* No Defensive Terrain Bonuses
* May Not Melee Attack
* \*\* Faith cost for *Holy Warriors* Follower Belief
Korea

## Sejong

### Scholars of the Jade Hall

* +1  Science for all  specialists and +2  Science for all Great Person tile improvements
* Receive a  tech boost each time a scientific building/Wonder is built in the Korean  Capital

### Starting Bias

Coast

* UA now makes specialists give +1 Science (down from +2). Great person tile improvements remain unchanged at +2 Science.
Honor

*[Ancient Era]*

### **Opener**

+33%  Combat Strength vs Barbarians. Killing a unit earns its  Strength as  Culture *(max 30)*.

Unlocks Temple of Artemis World Wonder.

### **Warrior Code**

 [Tier 1]

4 units are  maintenance free. Gain 2 free Warriors. Killing a unit earns its  Strength as  Gold *(max 30)*.

### **Professional Army**

 [Tier 1]

+100%  Production for Barracks, Armories, and Military Academies, and they each provide +1  Culture, +1  Production, and +1  Gold.

### **Military Caste**

 [Tier 2, Prereq: Warrior Code]

Garrisoned units are  maintenance free and provide +1  Happiness and +2  Culture. +1  Happiness from Courthouses.

### **Military Tradition**

 [Tier 2, Prereq: Warrior Code, Professional Army]

-25% Unit  upgrade cost. +100%  Production for Courthouses and they provide +2  Food, +2  Production, and +2  Gold.

### **Discipline**

 [Tier 2, Prereq: Professional Army]

Land units gain +10%  Strength. All units gain +50% XP from combat.

### **Finisher**

 [Prereq: All lower policies]

Killing a unit earns its  Strength as  Science *(max 30)*.

Can spend  Faith to purchase  Great Generals.
Military Units

This article or section is a stub. You can help the Fruity Wiki by expanding it.

***Note**: This article is about Military Units. See these pages about Civilian Units and Great People.*

## Classes

Military Units in NQMod can be classified into the following classes:

### Land Unit Classes

Melee
Gunpowder NQ
Road-Builders: Rifleman, Great War Infantry, Infantry, Marine, and Mechanized Infantry (and any of their unique variants) now all have the ability to build Roads (similar to Roman Legion). They still cannot make Railroads.
Paradropping NQ
Paratroopers & XCom Squads are now "Paradropping Units" instead of "Gunpowder Units." These are identical for all purposes except that Paradropping Units are no longer eligible to receive the Blitz promotion.
Ranged
Mounted Ranged NQ
Chariot Archers, Hunnic Horse Archers, Indian War Elephants, Egyptian War Chariots, Mongolian Keshiks, and Arabian Camel Archers are all now considered Mounted Ranged Units (from Ranged Units). This new unit class is treated exactly the same as Mounted Units for all purposes except that they receive the promotion lines of Ranged Units.
Mounted
Armored NQ
Landships, Tanks (and German Panzers), Modern Armor, and Giant Death Robots now have +40% combat strength vs Land units.
Helicopter
Siege NQ
Early Siege Units (Catapult, Roman Ballista, Trebuchet, and Cannon) now have the Indirect Fire promotion for free (but not Korean Hwach'a, Assyrian Siege Tower, or Hunnic Battering Ram).
### Sea Unit Classes

Naval Melee NQ
All Naval Melee units can now move after attacking (like Mounted Units).
Naval Ranged
Naval Carrier
### Air Unit Classes

Air
Bomb

## List of Military Units

* All (by Era)
* Melee/Gunpowder/Paradropping
* Ranged
* Mounted/Armored/Helicopter
* Mounted Ranged
* Siege
* Naval Melee
* Naval Ranged
* Air+Bomb

## Other Concepts

### Unit Supply Limit

Unit Supply Limit was removed in NQMod v6.1. There is now no  Production penalty regardless of number of units.
Seedbed

Seedbeds are buildings without collision that are used for farming. They are crafting buildings that require a set amount of plant seeds and Water to produce plants that can be harvested like wild plants, plus seeds for creating more.

When selecting a Seedbed, you can choose to "Repeat Last", which will choose the last crafting job you assigned to any Seedbed if you have the seeds and Water in your inventory.

## List of Seedbeds

* Seedbed 2x2
* Seedbed 4x4
* Big Seedbed
* Romantic Seedbed (Decoration, only accepts Roses)

## List of plants to be farmed

* Wheat
* Strawberry
* Coffee Branch
* Violet
* Hydrangea
* Rosemary
* Lettuce
* Salvia
* Red, Yellow, White, Blue, Black or Green Rose
* Random Plant (will produce any plant from any seed but consumes extra water, for when you don't want to look for the plant seeds)
Changelog/v12.1

v12.1This page is about v12.1 of NQMod. It is not the current version.Versionsv12.4v12.3v12.2**v12.1**v12v11.1v11v10v9v8v7.2v7.1v7v6.1v5v4v3.1v3v2v1
Cumulative

v12.1 Changelist is as follows:

Hello all! V12.1 contains some particularly important bug fixes, both for gameplay and for multiplayer stability. Here they are:

MALI
* Fixed a bug whereby different players would see different resources spawned by the Treasury which, in some cases, could cause resyncs, and rarely they would be unrecoverable.
* Fixed a bug where buying Treasury with gold would not spawn a new resource.

WORKER SPEED
* Fixed a bug where worker speeds were not as intended, in particular for removing roads, chopping, and building improvements on forests/jungles/marshes. For more detailed information on worker speeds, view This Spreadsheet. If you are on quick speed, the Quick, Q+25, and Q+50 columns show you # of turns with nothing, citizenship OR pyramids (+25), and citizenship AND pyramids (+50), respectively.

RELIGION
* Fixed a bug whereby you did not need the Reformation Belief Religious Unity to send Faith gifts to City States (despite the UI being red and showing a tooltip saying you couldn't, you could still click it and it worked if you had at least 100 Faith).

## REFERENCE

* https://www.reddit.com/r/nqmod/comments/6d7loi/v121\_bug\_fixes/
Chickens

### Appearance

The Chicken possesses a similar body shape to the Rooster in which has a small body and head, is white in appearance and approximately half the size of the player.

### Farming

The chicken can be tamed with the standard trap obtainable with a crafting table and appropriate materials. Similarly to other passive-farmable fauna, the trap may take 2-3 accurate throws dependent on the chicken's movements.

Once tamed the chicken can be fed 1x seeds and 2x water to obtain 1x eggs which can later be used to craft foods such as fried egg, bread and strawberry desserts. You do not need to collect the eggs when the chicken is done crafting and can stay in the chicken's inventory even if it is simultaneously crafting more eggs.
Assyria

## Ashurbanipal

### Treasures of Nineveh

* Gain a free  Great Work of Writing, Art, or Music whenever you conquer an enemy city. Can only happen once per city.

### Starting Bias

Avoid Tundra

* Treasures of Nineveh (UA Remade): Gain a free Great Work of Writing, Art, or Music whenever you conquer an enemy city. Can only happen once per city.
	+ Note: This will yield a Great Work of Writing if you have an available slot. Lacking that, it will prefer Art second. Music is preferred last. If you don't have any slots available, you get nothing.
* Royal Library - Filling the Great Work slot grants 15 XP to units (up from 10 XP). The first Royal Library you build gets a free Great Work of Writing
Berber Cavalry

## Berber Cavalry

Unique Mounted unit of the Industrial era

### Replaces

 Morocco
 Cavalry

## Stats

### Moves

 34
 4

### Abilities

* Can move after attacking
* Homeland Guardian: +25% Bonus in combat in your territory
* Desert Warrior: +50% Combat Strength when fighting in Desert

## Costs

### Faith\*\*

 225
 740
 450

### Faith\*\*

 338
 1000
 675

### Faith\*\*

 675
 1690
 1350

### Faith\*\*

 151
 550
 300

### Obsolete at

 Military Science
 Combustion

### Notes

* No defensive terrain bonuses
* 33% Penalty vs cities
* \*\* Faith cost for *Holy Warriors* Follower Belief
Piety

*[Ancient Era]*

### **Opener**

+1  Culture and +1  Faith in the  Capital. +100%  Production for Shrines and Temples.

Unlocks Stonehenge World Wonder.

### **Organized Religion**

 [Tier 1]

+1  Faith and +1  Culture from Shrines and Temples.

### **Mandate of Heaven**

 [Tier 1]

+1  Faith from Palace. +1  Happiness from Temples. Religious units and buildings cost 20% less  Faith to purchase.

### **Religious Tolerance**

 [Tier 1]

Cities with a  Religion gain 2nd most popular  Pantheon's effect. +2  Science from Temples. +15%  Science from Grand Temple.

### **Reformation**

 [Tier 2, Prereq: Organized Religion]

Gain a Reformation Belief if you founded a religion.

### **Theocracy**

 [Tier 2, Prereq: Organized Religion, Mandate of Heaven]

+3  Gold from Holy Sites. +1  Gold from Shrines and Temples. +33%  Gold from Grand Temple.

### **Finisher**

 [Prereq: All lower policies]

Gain a free Great Prophet. +1  Food and +3  Culture from Holy Sites.
Hussar

## Hussar

Unique Mounted unit of the Industrial era

### Replaces

 Austria
 Cavalry

## Stats

### Moves

 34
 5

### Abilities

* Can move after attacking
* +1 Sight
* Enhance Flank Attack: Flank attack bonus increased by 50%

## Costs

### Faith\*\*

 225
 740
 450

### Faith\*\*

 338
 1000
 675

### Faith\*\*

 675
 1690
 1350

### Faith\*\*

 151
 550
 300

### Obsolete at

 Military Science
 Combustion

### Notes

* No defensive terrain bonuses
* 33% Penalty vs cities
* \*\* Faith cost for *Holy Warriors* Follower Belief
Gold

**This page is under construction!**

This page may not be fully accurate or complete. You can help by contributing missing information. If nobody has edited it in the past week, you may consult the talk page or check the edit history to ask whether the last editor is still planning to add more.

**If you are actively editing this page, please use the template {{InUse}} instead to avoid edit conflicts.** After your current editing session return to this template if the article is still not finished.

*This message should be removed once (re)construction is over. Simply remove **{{UnderConstruction}}** from the top of the page.*

No content here yet, just reserving the page. Feel free to fill it out.

Note: This page is about Gold & Economy in Civ5, not Gold the luxury resource.
Morocco

## Ahmad al-Mansur

### Gateway to Africa

* +3  Gold and +1  Culture for each  Trade Route with a different civ or  City-State, increasing by +1  Gold and +1  Culture each Era
* Other Civs gain +2  Gold for each  Trade Route sent to Morocco

### Starting Bias

Desert

* Gateway To Africa - Now scales with era. Each trading partner will grant an additional +1 Gold / +1 Culture per era (3/1 ancient, 4/2 classical, 5/3 medieval, etc, per partner).
Aesthetics

*[Classical Era]*

Unlocks Uffizi World Wonder.

+100%  Production towards Amphitheaters, Opera Houses, Museums, and Broadcast Towers.

### **Cultural Exchange**

 [Tier 2, Prereq: Cultural Centers]

Free  Great Writer. +1  Culture from Trading Posts, Great Person tile improvements, Moai, Chateaus, and Brazilwood Camps.

### **Artistic Genius**

 [Tier 2, Prereq: Cultural Centers]

Free  Great Artist. +1  Science from Amphitheaters, Opera Houses, Museums, and Broadcast Towers. +2  Science from  Great Works.

### **Flourishing of the Arts**

 [Tier 3, Prereq: Cultural Exchange]

+1  Culture from each  Great Work and World Wonder. Free  Golden Age. Double Theming Bonuses.

### **Fine Arts**

 [Tier 3, Prereq: Cultural Exchange, Artistic Genius]

Free Scriptorium, Gallery, and Conservatory in first 4 Cities. Amphitheaters, Opera Houses, Museums, and Broadcast Towers each provide +10%  Tourism.

### **Finisher**

 [Prereq: All lower policies]

1 free  Social Policy. Reveals  Hidden Sites.

Unlocks  Faith purchasing  Great Writers,  Great Artists, &  Great Musicians.
France

## Napoleon

### City of Light

* Whenever a Guild or a World Wonder with  Great Work slots is built in the  Capital, gain one free cultural Great Person of the matching type

### Starting Bias

none

* Updated UA "City of Light" - removed old effect and replaced with "In your Capital, whenever you build a World Wonder with any Great Work slots or a Guild, gain one free cultural Great Person that matches the type of slots or Guild."
	+ Note: You only get 1 free Great Person regardless of the total number of Great Work slots in the wonder. If built in the capital, this happens once for each Guild, and once each for the following 8 World Wonders: Great Library, Parthenon, Globe Theater, Sistine Chapel, Uffizi, Louvre, Broadway, Sydney Opera House.
	+ This will only give you a Great Person the first time you build each Guild. You can't gain multiple Great People by selling and rebuilding them or having them conquered and rebuilding them in your new Capital.
Water

Water is a central resource for farming and cooking. It is generated automatically by Wells but has to be manually picked up by the player by clicking on the Well and taking the contents.

Water is brutally scarce when needed it the most as the maximum amount of 3 Wells at level 8 allows for only 18 Water to be picked up at any given time, so even though it is the only resource that gets generated for free without doing anything, it needs to be constantly tended to.

Water is used when planting seeds in a Seedbed, baking Bread for health, making Coffee for stamina, feeding animals for produce and so on. This makes Water crucial for adventure preparation, armor manufacturing and more.
Winged Hussar

Unique Mounted unit of the Renaissance era

* Heavy Charge: Forces defender to retreat if it inflicts more damage than it receives. A defender who cannot retreat takes extra damage.

## Costs

### Faith\*\*

 185
 640
 370

### Faith\*\*

 278
 870
 555

### Faith\*\*

 555
 1460
 1110

### Faith\*\*

 124
 470
 245

### Obsolete at

 Metallurgy
 Combined Arms

### Notes

* 33% Penalty attacking cities
* No defensive terrain bonuses
* \*\* Faith cost for *Holy Warriors* Follower Belief
Cossack

## Cossack

Unique Mounted unit of the Industrial era

### Replaces

 Russia
 Cavalry

## Stats

### Moves

 34
 4

### Abilities

* Can move after attacking
* 33% Damage to Wounded Enemies

## Costs

### Faith\*\*

 225
 740
 450

### Faith\*\*

 338
 1000
 675

### Faith\*\*

 675
 1690
 1350

### Faith\*\*

 151
 550
 300

### Obsolete at

 Military Science
 Combustion

### Notes

* No defensive terrain bonuses
* 33% Penalty vs cities
* \*\* Faith cost for *Holy Warriors* Follower Belief
Quest: First Steps

* 2 x Palm Leaf
* 2 x Splinter

**Hints:**

1. To find the list of Quests, open the character window (hotkey: [ LSHIFT ]) and click the button *Quests*
2. Palm leaf can be brought down from palms or tropical bushes, when you kick it a few times by foot (right button of the mouse)
3. Bananas and coconuts can also fall down from palms. They will help restore energy when you need it
4. Palms can be found only near the water. Look for them on the beaches
Log

Drop item. Obtained from all Trees using any Axe.

Different Trees drop a varied amount of Logs and/or Sticks and/or Palm Leaves and/or Food items (Banana, Coconut, Apple).

* Pine: Logs, Pinecones
* Spruce: Logs
* Birch: Logs, Sticks
* Maple: Logs, Sticks
* Banana: Logs, Palm Leaves, Banana
* Coconut: Logs, Palm Leaves, Coconut
* Apple: Logs, Sticks, Apple

Logs are used in crafting various Building and Decoration Items. Logs are also used as base ingredients in various crafting items.

* Burned into Coal with Coal Smoker
* Crafted into Planks with Manual crafting or Craft Table

3 x Logs are required to level up from level 2 to level 3.
Level 1

Player Level 1 is the very first level the player will have when spawning into Force of Nature.

## Level 1

### Alternative Damage

4
8

### Health Regen

100
0.2

### Stamina Regen

50
0.2

### Ally Max Level

3 m/s
*N/A*

## Resources Required

2 x Splinter
1 x Rope

## Crafting Unlocks At This Level

Rope
Stone Knife

## Building Unlocks At This Level

Bonfire

The first quest you are presented with is Gem. You need to complete that one in order to receive First Steps, which must be completed in order to level up to Level 2.

Buildings such as Bonfire will have other things you can craft from them.
XCOM Squad

Paradropping unit of the Information era

## NQMod Changes

XCOM are now "Paradropping Units" instead of "Gunpowder Units" (as of v3 of the mod). These are identical for all purposes except that Paradropping Units are no longer eligible to receive the Blitz promotion.

Without this change Paratrooper and XCOM Squad units with the Blitz promotion are an uncounterable way to take cities in simultaneous multiplayer games. Because those units take time to show up on an opponent's screen after being air dropped, queued attacks on the city will take effect before the opponent can respond. By reducing a city to zero health with Stealth Bombers (and dropping a Nuke to destroy any defenders if they are surrounding it) that city can then be taken by these Blitz units with no counter play.
Brick House

Brick House becomes available at level 10. The building limit for Brick House at level 10 is 2.

It is one of the quests to reach level 11.

## Description

The brick house is 11x11 tiles square. It has windows on all four sides that may be opened, and has one door. Using the mouse scroll wheel allows the player to rotate the direction that the door will face.

## Materials

To build the brick house, the player needs the following materials:

50 stone

300 brick

30 clay

30 sand

150 planks

50 nails

30 glue

20 glass
Wonders

**This page is under construction!**

This page may not be fully accurate or complete. You can help by contributing missing information. If nobody has edited it in the past week, you may consult the talk page or check the edit history to ask whether the last editor is still planning to add more.

**If you are actively editing this page, please use the template {{InUse}} instead to avoid edit conflicts.** After your current editing session return to this template if the article is still not finished.

*This message should be removed once (re)construction is over. Simply remove **{{UnderConstruction}}** from the top of the page.*

***Note**: This page is for World Wonders, National Wonders, and Projects. For Natural Wonders see here.*
Weapons

Weapons can be equipped in the hand slot by dragging them onto the Use slot or assigning them to a quick selection slot and pressing the corresponding key.

There are Melee and Ranged weapons in Force of Nature.

Here's an incomplete table of weapons and stats.

Melee weapons consume Stamina per swing. They can be grouped into

- **Short weapons** having the lowest damage but allowing for full movement and therefore dodging most enemy attacks and chasing fleeing animals.

- **Heavy weapons** dealing maximum damage but restricting player movement, making them powerful DPS tools for taking out enemies that cannot be dodged.

- **Medium weapons** as an in-between, allowing slow movement during swings with medium damage.

Having both a short and a heavy weapon equipped in the quickslot bar is recommended when fighting monsters of various types. Sometimes it is better to dodge attacks and sometimes an enemy cannot be dodged and thus needs to die quickly.

## Ranged

Bow attacks have a primary and a secondary attack, a fast shot and a powerful one. They each consume 1 Arrow from the ammunition slot. The secondary attack adds more damage but takes longer to draw and stops the player's movement, making him an easy target.

## Ammunition

Here's an incomplete list of ammunition.

The arrow's own damage is added on top of the bow's damage to determine the total damage of the attack. Due to how cost effectiveness, arrows should always be upgraded to either burning or poisoned variants. Burning arrows are simply stronger versions of their non-burning counterparts, whereas poisoned arrows deal less initial damage but more overall damage via DoT.

Ranged trajectories are fixed and not influenced by camera positioning. The player fires slightly upwards but cannot fire uphill or over large distances.
Craft Table

The **Craft Table** is an indoor Building that allows the player to craft a horseload of items early and later on in the game. It will be at the heart of the crafting process as expected.

It has 3 Tool slots and a size of 3x3, so two of them fit in a Dugout. Don't worry, you'll be able to move them later.

It is recommended to build a second one at around level 6-7. You'll be able to craft bulk items such as Rope on one and something else on the other. Moreover, you'll be able to fit the Screwdriver on one without having to keep it separately, which is just nice and convenient.

## Recipes

The following recipes can be created using the Craft Table.

Most crafts require a Hammer or a Knife to be fitted into the tool slots of the Craft Table. Some of the crafts can be created in your personal crafting window instead as long as you have the correct tool equipped in the tool slot of your crafting window. So it is possible to outsource Plank or Rope crafting to your crafting window when you don't have enough Craft Tables.

For more information on crafting in general, see Crafting.
Fauna

Fauna are animal mobs in Force of Nature (as opposed to Monster mobs). There are various species that can only be found in certain zones around the map but generally they all provide similar resources.

They can be further defined as:

**Passive Animals** - will not cause any damage to the player. They will run from the player if they get too close. Some passive animals are tameable.

**Hostile Animals** - will attack the player on sight. They are not tameable.

###
Hut of Branches

The **Hut of Branches** is the first house Building that allows the player to place indoor structures.

At a space requirement of 8x8, it has an interior size of 4x6 and is open on one side.

It serves only as accomodation for indoor structures and as an aesthetically pleasing part of your camp. There is no need for shelter otherwise.

**This is a house:** Once placed, this building cannot be moved unless you destroy and rebuild it, which will cost you a fraction [50%] of the original recipe cost. Think ahead before placing it to avoid having to harvest extra Palm Leaves.
Ash Zone

## Description:

The Ash Zone is the third area you will come across.  It is littered with

    impassable chasms, dead plants, and dangerous monsters.

### Fauna:

The only creatures in this biome are monsters such as Skeleton Warriors, Golems, Reapers, and Goblins.

### Climate:

In the deepest parts of this zone, temperatures will stay around 3°C.  You will need some kind of warming gear, or your health will drop rapidly.

## Force of Nature Shard

Come prepared and be careful to only pick off one or two monsters at a time.  This is

    a big difficulty leap from the Temperate and Jungle ones, and can quickly overwhelm you.  If possible, find an area where you can bottleneck monsters before attacking.  Make sure the opening is thin enough that golems can't get through - with the massive amount of damage they deal, you won't want several reapers on your tail when you're trying to deal with them.
Foxes

**Foxes** are a hostile animal mob that attacks the player on sight. When their health is knocked down low, they will attempt to flee, and will keep running away until they regenerate enough health to attack again.

They drop items similar to Boars and Bears.

* Pelts
* Claws
* Fangs

You can kill foxes by performing the last hit with a heavier weapon such as a Mace, firing arrows at the fleeing animal or by chasing it into a death trap such as against a row of bushes. Killing foxes is easier in Multiplayer with the second player swiftly dealing the killing blow. Most of the time, you will just damage the fox until it runs off without leaving a reward.
Clothing

Players can equip clothing via the inventory screen in 5 different slots: hat, armor, pants, boots and gloves. In addition, players have 2 slots to equip amulets crafted at the Altar from level 8.

Clothing, aside from looking fancy, can give bonuses to armor, movement speed, heat tolerance and cold tolerance.

**Armor** reduces damage taken from enemies.

**Heat tolerance** (called Warming, with a negative blue number) will increase the maximum temperature in which you can work without sweating to death (stamina damage, health reduction).

**Cold tolerance** (called Warming, with a positive yellow number) will reduce the minimum temperature in which you can work without freezing to death (health damage, stamina reduction).

The player will likely need to craft a full set of heat tolerance clothing (e.g. bedouin) and cold tolerance clothing (e.g. fur) to be able to enter different biomes (Zones) without losing health or stamina. Adapt your gear to the conditions of whichever area you'll be working in.

## Clothing and Armor

Clothing is generally crafted at a Tailor Table, requiring Needle and Scissors (or Golden Scissors). The starter armor (Loincloth and Cloak) is an exception as it requires no tools to create and can be made in the Manual Crafting window.

## Amulets

The player has 2 amulet slots. Amulets can be crafted at the Altar which is unlocked at Level 8. Amulets have similar functionality to clothing, except they're not visible on the player character himself (other than in the inventory screen).
Roosters

### Appearance

The Rooster has a similar body shape to the Chicken, although contrasts the chicken's white plumage with colourful red, orange and green feathers, therefore creating a striking visual difference in the two tameable Animals.

Makes a crowing noise.

### Drops

1 x Meat

Feathers

### Farming

The Rooster can be tamed with the standard Trap obtainable with a Crafting table and appropriate materials. Similarly to other passive-farmable fauna, the Trap may take 2-3 accurate throws dependent on the Rooster's movements.

Once tamed, the Rooster can be fed 5 Wheat seeds and 1 Water to obtain 5 Feathers. These can later be used to craft Arrows, an essential ammunition to Bows which are immensely useful as the game progresses.

As with all tameable Animals, you do not need to collect the Feathers when the Rooster is done crafting, as the Feathers stay in the Rooster's inventory even if it is simultaneously crafting more.
Green Magic Chest

The **Green Magic Chest** is a Storage Building with 5 cells to store Items however these same 5 cells are available from all **Green Magic Chests**.

You will need 2 magic chests in order to make use of them. Place one chest in your base and take the second one with you. You can place it by putting the "disassembled" item in the Use slot and setting it down on even terrain. You will gain access to your home inventory, essentially increasing your maximum inventory size. It can be disassembled easily.

It is possible to place rarely used but sometimes important items in a magic chest, such as Traps or Lamps you may want to use sometimes but which don't need to have handy at a moment's notice. Put thermal clothing into a chest to be able to cross through biomes without having to go back to base.
Rabbits

### Appearance

The rabbit is recognizable by its brown fur and long ears. It moves around slowly, but dashes away once approached by the player. This makes the rabbit an unreliable source of food, especially at a low level, despite their abundance. Best ways to kill a rabbit are to either corner them so they cannot run away from the range of your melee weapon, or use a ranged weapon, such as a bow or rocks.

### Drops

1x meat

1x pelt
Animal Domestication

## Description

A variety of animals may be tamed and kept by the player. Once tamed, these animals may be fed to produce goods used in several crafting recipes.

## Animals

The following animals may be domesticated:

Sheep

Goats

Cows

Chickens

Roosters

Pigs

## Taming

To tame an animal, the player must craft and use a net. Once selected in the hotbar, a target will appear. Line the animal to be tamed directly under the green line, and click the left mouse button to throw a net. Generally, the first time a net is thrown, the animal will escape and attempt to run away from the player. The player must then catch up with the animal until it stops running or has trapped itself, and throw a second net. After the second net is thrown, the player must quickly run towards the animal, press spacebar to bring up the listing menu, and click "tame" hovering above the animal. The animal will at that point be tamed, and two options will appear if the animal is clicked on: "wait here" and "follow me".
Blast Furnace

The **Blast Furnace** is a cheap early-game Building that allows the player to craft the raw metal items required for creating more potent tools at the Anvil or the Craft Table. It has a central role in the crafting process and needs Bonfires and Coal Smokers to feed its hellish needs.

It can be moved later, though, so don't worry about optimal placement.

The Copper Ingots you smelt from ore or from coins are similar. Copper Coins, after being used as a quest ingredient (link to quest requiring copper coins) are just another copper source.

All metal smelting (exceptions are therefore bricks, bottles and test tubes) requires the existence of either a Melting Pot or a Steel Melting Pot, the improved version.

Smelting metals and Glass requires large amounts of Coal and Glowing Embers.

It is advisable to build at least two Blast Furnaces when you reach Bronze tier (level 6 or 7) and go out harvesting ores and slaying goblins for their precious money. They're cheap to build, so even if you can technically make due with only one, why would you.

## Recipes

The following recipes can be created using the Blast Furnace.
Glowing Ember

Glowing Embers are essentially the game's item representation of fire. They are cheap to make, requiring a Bonfire and Sticks which you can find in abundance.

Glowing Embers are needed for Coal production, metal production (add link to smelter) and any fire related items such as Torches (add link).

They're regular items, so they can be dropped and kept in wooden containers forever without fear of setting anything on fire or extinguishing. The best way of satisfying your need for Embers is placing multiple Bonfires in a group and feeding them Sticks. 33 Sticks will create 99 Embers.

The maximum stack size is 100.

Glowing Embers can also drop from certain enemies such as (the lava golem thingies whose name I don't know).
Palm Leaf

Palm leaves can be gathered by kicking or using an axe to harvest palm trees or ferny bushes, both of which are only located on the beach. Bananas or coconuts are an alternate drop from palm trees, depending on the fruit seen at the top of the tree. Two palm leaves are used to create rope, and palm leaves are a staple in building constructions such as a Hut of Branches, a Dugout, and a Straw Bed.
Tools

Tools in the game can be broken down into two main categories: Crafting Tools and Utility Tools

## Crafting Tools

Crafting tools are tools required to craft recipes. They can be equipped to a tool slot in certain crafting windows.

Crafting tools can be removed from the tool slot at any time, except during a running crafting process. Some tools such as the Iron Knife can even increase crafting speed.

It is not possible to increase the number of tool slots of a building's crafting window. In order to fit more tools, such as the rarely used Screwdriver, without having to replace a tool, you'll have to build a second building or switch out the tools.

## Utility Tools

Utility tools are tools that can be used for purposes other than crafting. All utility tools, except the Compass, must be equipped to one of the player's fast action slots for use.
Quest: Make a tailor table

1 x Tailor Table

**Hints:**

Exploring the world, you will go to areas where it can be cold or hot. When you are cold, you will lose health. When it is hot, it will decrease your energy. Control the temperature using the indicator in the corner of the screen or in the Character Window in the section Characteristics.

**Hints:**

To survive in the cold or heat, use fur clothes or bedouin suit.
Zones

Zones are the bio-metric regions in Forces of Nature, where specific monsters and plants are located. They are temperate, which means that the player experiences different temperatures depending on whereabouts in the zone they are located. Some Zones contain exclusive items, requiring the player to prepare the appropriate clothing to survive the zone's climate.

## Biomes (Zones)

~ These definitions are a Work-in-Progress

* Beach/Temperate
* Jungle
* Desert
* Ash
* Enchanted Forest
* Meadow
* Swamp
* Arctic
Stick

Sticks are raw items you'll find in abundance. You'll learn about them when taking your first steps. Their main source is leaf trees (add link) and leaf bushes (add link). They can also drop from fishing (add link to fishing rod) or be scattered around the map. Kicking leaf trees will also yield a limited supply of sticks in the early game before chopping trees down becomes an option.

Sticks are used for a multitude of items including housing (add link to first house), the Straw Bed, the simple Wooden Bow as well as Arrows and Bonfires.

You'll need a good amount of them when crafting Glowing Embers.

They can also be used for making Coal early but can be replaced by Logs as soon as you can chop down trees.

The maximum stack size is 100.
Metals

There are five metals within the game: iron, copper, tin, gold, bronze and steel. They can be sourced from coins, ore, and forged from other ingots. All metal ingots are crafted using the Blast Furnace.

 Iron
 Tin
 Gold
 Bronze
 Steel

## ***Coins***

Coins can be smelted to produce ingots of their base metal but are also used to fulfill quests to level up.
Coins are dropped from Goblins.

#### **Copper Coins**

Copper coins can be used to create copper ingots from level 3 in the Blast Furnace, providing a useful alternative to forging copper ingots from ore.

#### **Gold Coins**

Gold coins are the only source for creating gold ingots in the game.

## ***Ore***

Ore is used for crafting copper, iron and tin ingots. Ore is obtained from mining boulders and rocks. These can be located through world exploration and/or using the map (hotkey 'm').

Note: Boulders and rocks that are completely grey in colour will produce only stone when mined. Stone is a useful component for certain recipes but will not produce any of the ore listed below.

#### **Copper Ore**

Copper bearing rocks have streaks of pinkish veins. 2 ore = 1 ingot. Copper can also be obtained from smelting copper coins.

#### **Iron Ore**

Iron bearing rocks have streaks of brown veins. 2 ore = 1 ingot.

#### **Tin Ore**

Tin bearing rocks have streaks of silver veins. 2 ore = 1 ingot.

## ***Ingots***

Tin and copper ingots can be combined to craft bronze ingots.

Tin and iron ingots can be combined to craft steel ingots.
Beach/Temperate

## Description:

The Beach/Temperate Zone is the first biome you begin your journey in. The beginning of the game has you (as your player) washed up on the main beach clearing of this zone. It is surrounded by Palms Shrubs, Coconut Palms, Banana Palms, Pine Trees, Birch Trees and Sunflowers. These provide you cover from aggressive mobs such as goblins, foxes, boars and bears that inhabit this biome. Soon enough you will venture out into the forest where and reach the first Force Of Nature Shard in a clearing. After retrieving that shard, quests will soon bring you to various other zones in search of more of these shards.

## Features:

Like all the different zones, the Beach/Temperate has various different flora and fauna to be discovered and used. The use of the animals can range from acquiring resources from Farming or you could kill animals for items such as Meat, Pelt, Claws, Fangs or Feathers.

####

## Food

#####

### Food in this biome is never scarce for it can be scavenged from animals or plants that surround you. Some plants can even be farmed and are then able to serve as a renewable source of food whilst others need to be acquired by hunting or collecting.

####
Sunflower Seeds

Sunflower Seeds are an early source of stamina. They can be obtained by chopping down Sunflowers.

A stack of 15 Sunflower Seeds can be made into Butter at a Cooking Table.

At level 11, the player can build Big Seedbeds, which allow farming Sunflowers for large amounts of seeds, and is required for the Orange fields achievement.
Building

**Buildings** are craftable objects that can be placed in world to interact with.

There are multiple Buildings available in Force of Nature, separated into three groups, Constructions, Decorations and Decorative. Crafted Buildings can be placed, moved, repaired or destroyed (except shelters such as the Hut of Branches and Dugout which cannot be moved once built). When placed in the world they have an initial strength factor and can be damaged or destroyed by enemy monsters.
Rope

One of the first items you can craft in the game (and will have to if playing in Quest mode). Used in crafting a variety of objects such as Tools, Arrows and Clothing.

Ingredients: 2 Palm Leaves. Various flora can drop Palm Leaves in various zones by kicking or later on the game with the Axes. The Starter Beach typically has plenty of Palm Bushes and Palm Trees that drop Palm Leaves.

Tools: Splinter, Stone Knife or Iron Knife

Mode: Manual crafting or Craft table.
Tampered Birdie

Tampered Birdie is an antagonist in Five Nights with Mac Tonight 2: Remastered.

Appearance
She's the same as the first remastered game, only now she's damaged. Her pilot's glasses are cracked and half broken. She no longer has the eyelashes of her right eye, along with two holes in her head. She's got a little hole in her chest. Her eyes don't glow and they're dark. And her whole body is dirty.

Behavior
Tampered Birdie starts on night 3.
Tampered Birdie starts on the  Birdie Sector. Similar to Tampered Hamburglar, she'll make her way to the vents. When she is in one of the vents, the player must lock the ventilation until she leaves. If the player does nothing, Tampered Birdie will jumpscare the player, causing an game over.
The places she crosses are:
* Birdie Sector
* Sector 2
* Sector 3
* Stairway

When Tampered Birdie is active
"*I'm flying like a true little birdie!*"

"*I fly high in the clouds*"

"*You wanna learn how to fly?*"

"*Just flap your wings and leave!*"
Vent Locks (FNwMT 2)

Description
The seal vent is a mechanic that can only effect *one* animatronic in the whole game,  Hamburglar. You can use this mechanic to keep him away from reaching your office through the vent.

Controls
On the cameras of the 4 vents, the player can click a button labeled "*Seal Vent."* Clicking on this will cause the vent to be locked, causing Hamburglar to leave. But, the player can only lock the ventilation when necessary, because abusing this mechanic will cause the ventilation to overheat, that is, this mechanic can no longer be used.

Characters
Only HamBurgler can be effected by this mechanic.
Well

The **Well** is a Production Building that generates Water every x seconds, up to a maximum of 6 per well.

Wells should be placed in the center of wherever you're running around the most, so you can grab water whenever you're passing by. Water will be used in bulk but you can't produce at the rate you consume, so be sure to pick it up whenever you pass by a Well.

Size 4x4.

## Maximum Buildings per Player Level

 6-7
 8-9
 11
Magic chest

Magic chests come in three varieties: Green (5-slot), Blue (10-slot), and red. They behave like regular wooden chests, except their inventory is shared between same-color chests.

Example: build one blue chest in your base and one blue chest out in the wild. You will be able to add or remove items to one chest and access it from the other remotely.
Force of Nature Wiki

**Welcome to the Force of Nature Wiki**

**The wiki about ***Force of Nature***, an Indie game developed by *A.Y.std*.
We currently have 1 active users and 1,220 edits, feel free to become our next contributer.**

***Current Version (as of 30 Jan 2018):*** v*1.1.19*

## About Force of Nature

**Force of Nature** is an open-world sandbox game featuring elements of Action, Adventure, RPG, Strategy and Management genres.

The player will explore more than 10 different zones, each with its own unique flora and fauna. You can gather and mine resources, create weapons and clothes, build houses, different crafting tables, laboratories and grind your character. Look for useful plants, grow them on seedbeds and domesticate animals to get a stable supply of food. Build portals for faster movement around the world and use map in order not to get lost.

### **Features**

* Randomly generated open world
* Day/night cycle and dynamic weather
* Build, craft and farm systems
* Any object in the world is destructible
* Lots of creatures, monsters, wild and peaceful animals, weapons, clothes and constructions
* Generated proportions of ingredients for potions
* Some monsters can be tamed to fight for you

## Contents (view all pages)

* Achievements
* Animals
* Buildings
* Crafting
* Monsters
* Player Levels
* Zones
* List of All Items
* Clothing & Armor
* Food
* Metals
* Storage
* Tools
* Weapons
Portal

The **Portal** is a Transport Building that allows the player to teleport between locations. Each Portal is named and must be a set distance from another portal. Stepping into (and activating) the Portal allows the player to select a previously placed Portal to teleport to at no cost. There is no limit to the amount of Portals a player may place, with space the only limiting factor.
Tailor Table

The **Tailor Table** is a Building that allows the player to craft certain items.

## Maximum Buildings per Player Level

The maximum number of Tailor Tables that can be built at the relevant player level.

The game will not allow you to build beyond the maximum number for your level.

 8

## Recipes

The following recipes can be created using the Tailor Table.
Bonfire

The **Bonfire** is an early-game Building that allows the player to craft certain items and also provides light to the area.

There is no limit to the amount of Bonfires you can craft. They are also very cheap to make. Since their main use is crafting Glowing Embers in bulk for Coal production and smelting, it's best to have more than one either spread around the camp or placed in a group when you notice you're running out.

## Recipes

The following recipes can be created using the Bonfire.