recursal/Fanatic-Fandom huggingface dataset:
Companies

**Companies** are chosen at the beginning of the game and each offers a special benefit. You cannot change the company in the course of the storyline.

## List

Pickett Railroads (Benjamin Pickett)
+$10 000 at mission start
The increased initial funding is welcome and can be used for general expenses. It is, however, the least valuable in raw dollar terms.

Cain Eastern Railway (Alfred Cain)
+1 locomotive at mission start
A good initial bonus, allowing you to instantly start running connections. In raw dollar terms, it's the middle bonus, since even the cheapest locomotive costs a flat $14 000 dollars. Choosing this company will instantly free up funds for investments in the company office, however.

Harrington's Railroad (Alvin Harrington)
-10% railroad laying costs
The most beneficial long-term bonus that reduces all track laying by a flat amount. As soon as you lay $150 000 worth of tracks, it gives the most monetary value.
Giant Dagger Snake

Game ID | dragon

**Giant Dagger Snake** is a demon found in *Iris and the Giant*.

## Location

The Giant Dagger Snake will only appear holding a Giant Mirror, and is affected by a bug so that will not register in the Game Book.

In Path of the Giant it appears on Floor 14 on all difficulties, and also on Floors 3 & 5 on Nightmare difficulty.

## Strategy

The Giant Dagger Snake will appear with 2 Armor and a Giant Mirror. With each attack it will reduce your maximum Will by 10.
Baby Minotaur (demon)

**Baby Minotaur** is a demon found in *Iris and the Giant*.

## Location

Baby Minotaur are a common enemy in Path of the Giant, appearing on Floors 2, 2B, 3, 3A, 3B, 3W, 5, 5A, 5B, 5W, 6, 6B, 8, 11 & 11W, and additionally on Floors 1, 4, 9, 14 & 15 on Nightmare difficulty.

In Path of the Ferryman, they are also a common enemy and appear on Floors 1, 2, 4, 7, 13, 18, 23 & 24, and additionally on Floor 16 on Nightmare difficulty.

## Strategy

Every third turn Baby Minotaur will "leapfrog" (jump) over the demon/terrain in front of them, advancing one row. If they reach the first row during this jump, they will attack. They will begin their charging animation on the turn before.

If using the Baby Minotaur Imaginary Friend, their leapfrog ability will be every 2 turns.
Official Fantasy General II Wiki/Section 3

Guides

* How to play guide for Fantasy General II
* System requirements
* Release date
* Game support

Videos

*See more videos*

Twitter

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Tear

**Tear** is a demon found in *Iris and the Giant*.

## Location

Tears are found on Floor 21 of Path of the Giant alongside the Giant.

## Strategy

Attacking a Tear will cause another demon or a Chest to spawn in its place. Once the demon is defeated or Chest is opened, at the end of your turn, another Tear will take its place.
Iris and the Giant Wiki

Welcome to the official Iris and the Giant Wiki
The official wiki guide for *Iris and the Giant*, written and maintained by the players.
Please feel free to contribute by creating new articles or expanding existing ones.

About Iris and the Giant

*Iris and the Giant* is a deckbuilding roguelike game by Louis Rigaud. You play as Iris, who must brave her fears in her imaginary world. Dive into a melancholic and gripping adventure, filled with cute monsters and buried memories. Select cards to fight demons and reveal memories that tell the story of Iris' adventure.

Source: Iris and the Giant on Steam

Guides

How to play

Release date

System requirements

Game support

Content

Cards

Demons

Bosses

Traits

Memories

Terrain

Magical Powers

Achievements

Videos

Featured images

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Giant Cyclops

Game ID | cyclopGiant

**Giant Cyclops** is a demon found in *Iris and the Giant*.

## Location

The Giant Cyclops can be found on Floors 11 & 11W of Path of the Giant, and additionally Floor 14 on Easy & Classic difficulty.

In Path of the Ferryman they can be found on Floors 23 & 24, and additionally Floor 3 on Nightmare difficulty.

## Strategy

Like the Cyclops, the Giant Cyclops will go through a cycle of hiding behind its boulder and attacking, where you must hit it in the turn that it is preparing to attack. The Giant Cyclops will have 2 Armor, and will deal 20 damage to you, so Wave and Tornado are ideal cards to have when facing it.
Synor and the North

**Synor and the North** is a mission in the campaign of *Fantasy General II*.

## Summary

Conquer the northern province of Synor to open the road towards the Empire's capital

## Briefing

Synor controls the Empire's North and is renowned for its cavalry units, raised in the hinterland of the Horsetowns. Controlling the northern Imperial province would allow you to launch an attack on the Empire's capital from there.
Lightning Dog

Game ID | thunderDog

**Lightning Dog** is a demon found in *Iris and the Giant*.

## Location

The Lightning Dog can be found on Floors 13, 23 & 24 in Easy & Classic difficulty of Path of the Ferryman, or on Floors 5, 15, 23 & 24 in Nightmare difficulty.

## Strategy

A Lightning Dog will resurrect if all of them are not defeated on the same turn, the same as Cerberus.
Bag

The bag acts as your inventory of cards. If you run out of cards then you lose.

## Hand

You randomly draw cards from your bag to fill your hand. The cards in your bag are not playable, while those in your hand are. You have a limit of 4 cards in your hand, but this can be increased up to 8 using the Imagination trait or decreased to 3 with the Tiny Fire Imaginary Friend.

## Starting Cards

The cards you start the game with are influenced by difficulty, Imaginary Friends, Memories, and bonuses earned during the previous game.

### Default Deck

#### Easy

* Sword x2
* Arrow x8
* Axe x 6
* Confidence x4

#### Normal & Nightmare

* Sword x2
* Arrow x6
* Axe x4
* Confidence x2

### Modifiers

#### Imaginary Friends

* Cat Thief - +2 Steal cards
* Baby Snake - +2 Fire cards
* Tiny Fire - +4 Flame cards
* Bat - +2 Shield cards

#### Memories

One of the Memories will replace the default deck with 6 Sword cards (or 10 in Easy difficulty). This does not affect any modifiers, however your starting hand will only contain swords.
Mad Bull

'*Mad Bull* is a demon found in *Iris and the Giant*.

## Location

In Path of the Giant, Mad Bulls can be found on Floors 2, 4, 5W, 9 & 15, and additionally on Floors 3 & 5A on Easy & Classic difficulty and Floors 5 & 14 on Nightmare difficulty.

In Path of the Ferryman they can be found on Floors 6, 22 & 24, and additionally Floor 23 on Nightmare difficulty.

## Strategy

Since Mad Bulls will resurrect any demons in the Skeleton family at the end of the turn, they themselves must first be defeated. They don't deal any damage themselves, so can be used as crowd control, i.e. kept in the first row while you defeat more troublesome enemies in other columns or using ranged cards.
Fire (demon)

**Fire** is a demon found in *Iris and the Giant*.

## Location

In Path of the Giant, Fire demons appear on Floors 4B, 8, 13, 14, 18 & 19, and additionally on Floor 20 on Easy & Classic difficulty and Floors 2, 4 & 7 on Nightmare difficulty.

In Path of the Ferryman, they appear on Floors 10, 13, 17B, 19, 23, 24, and additionally on Floor 22 on Nightmare difficulty.

## Strategy

Every turn Fire will target a random card in your hand. This card enters a burning state, that if you use it you will also lose 8 Will Points. To remove the burning state, the Fire demon must be defeated.

Fire demons will also be killed by a Wave card.
Medusa

Game ID | medusa

**Medusa** is a demon found in *Iris and the Giant*.

## Location

Medusa can be found on Floor 10C in Path of the Giant and Floor 11C in Path of the Ferryman.

## Strategy

You will appear into a room filled with petrified demons, Medusa will be out of the battle area.

Not only will Medusa deal damage, but on each turn it will unpetrify a random demon in the room. Before bringing Medusa into the fight you can destroy the petrified demons by clicking them (no cards required), you should do this to bring demons that you are more equipped to handle to the front (e.g. if you have a Feline Bow in hand then bring Cat Archers in range). Do not have Mice in the battle area, they will allow Medusa to attack twice and unpetrify more demons.

Once you are satisfied with the demons you will be facing, bring Medusa to the front and focus solely on it. Medusa will have 2 armor. Take it out quickly and you won't have to fight many demons.
Skeleton Heavy Infantry

**Skeleton Heavy Infantry** is a Infantry unit in *Fantasy General II*.

## Characteristics

Undead
+50% Physical Damage Reduction, cannot rest Undead units are resistant to physical damage, but cannot rest. All damage they sustain is permanent.
*They do not fear, they do not fatigue, they do not die!*
Immune to Psychology
This unit is immune to all psychological effects, unaffected by morale or fear, and can never become disordered, broken, or routed.
Expendable
Losing this unit has no effect on army morale.
*Nobody cares.*
Formation
+10% Fortification damage Reduction to adjacent units Standing united in closed formation, this unit protests adjacent allies as well.
*Standing united in closed formation, each warrior protects his brethren as well.*
## Actions

 **Melee Attack**: Attack with all skirmish and melee weapons.
Sad Bull

**Sad Bull** is a demon found in *Iris and the Giant*.

## Location

In Path of the Ferryman, Sad Bulls can be found on Floors 1, 7, 14, 14B, 18 & 23.

## Strategy

Sad Bulls deal no damage however each turn they will target one of your cards giving it a water effect. If they attack that card again then it will be changed into a Sorrow card.
Cerberus (demon)

Game ID | dog

**Cerberus** is a demon found in *Iris and the Giant*.

## Location

Cerberus can be found on Floor 8 in Path of the Giant, and Floors 15 in Path of the Ferryman (Easy and Classic difficulty) or Floor 13 (Nightmare difficulty).

## Strategy

The Cerberus will always appear in a group of 3 (one in each column), and will have 2 Armor each. You must defeat them all in a single turn, otherwise they will revive with their armor restored.

Since they will hit harder than most enemies, you should keep them in the second or third and break their Armor using ranged Cards, keeping Amphora, Crystals or weaker enemies in front. Once their Armor has been destroyed, you can defeat them with an Axe, Thunder or any chainable cards like Sword.
Bat

*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.*

**Bat** may refer to:

* Bat (demon)
* Bat (imaginary friend)

You may also be looking for:

* Bat King (demon)
* Fire Bat (demon)
* Giant Fire Bat (demon)
Falirson

**Falirson** is a Hero unit in *Fantasy General II*.

## Characteristics

Hero
+50% Invulnerable Damage Reduction
*Heroes are just hard to kill.*
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Melee Attack**: Attack with all skirmish and melee weapons.
 **Raid**: Raid a settlement over the course of a turn, destroying it and some wealth in the process. Gain a random treasure based on remaining wealth.
Sleeping Cyclops

**Sleeping Cyclops** is a demon found in *Iris and the Giant*.

## Location

The Sleeping Cyclops can be found on Floors 14, 15, 17 of Path of the Giant, and additionally Floors 3B & 4B on Nightmare difficulty.

In Path of the Ferryman they can be found on Floors 10 & 15, and additionally Floor 22 on Nightmare difficulty.

## Strategy

Once the Sleeping Cyclops reaches the first row, it will petrify you. They deal no damage however the petrification will leave you vulnerable to all other demons for a few turns so the Sleeping Cyclops should be defeated with ranged attacks.
Slingers

**Slingers** is a Missile Infantry unit in *Fantasy General II*.

## Characteristics

Defensive Fire
Fires at enemies attacking adjacent units The unit can support adjacent allies in battle, by firing a volley into any attacker prior to combat.
Plenty of Ammo
Infinite defensive fire while on Rough terrain.
*Uh, look, a pebble! Uh, look…*
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Ranged Attack**: Attack with all long-ranged weapons.
 **Restore Squad**: Spend gold to refill the unit’s ranks and retain its XP level (requires a hiring location)
 **Raid**: Raid a settlement over the course of a turn, destroying it and some wealth in the process. Gain a random treasure based on remaining wealth.
Master Thief Cat

Game ID | thiefMaster

**Master Thief Cat** is a demon found in *Iris and the Giant*.

## Location

In Path of the Giant, the Master Thief Cat appears on Floors 7B & 7W on all difficulties, and also Floors 3B, 5 & 14 on Nightmare difficulty.

In Path of the Ferryman, it appears on Floors 3 & 14B on all difficulties, and also on Floor 23 on Nightmare difficulty.

## Strategy

While the Master Thief Cat is in battle, all enemy attacks will remove a card from your deck. The Master Thief Cat itself will start with 2 Armor and deal 2 damage to you.
Stone Minotaur

**Stone Minotaur** is a demon found in *Iris and the Giant*.

## Location

In Path of the Giant, the Stone Minotaur can be found on Floors 6, 8 & 11W on all difficulties.

## Strategy

The Stone Minotaur has the same leapfrogging ability as the Baby Minotaur, jumping forward every third turn, however it differs in that its attack deals 5 damage and will petrify you.
Bat King

Game ID | batKing

**Bat King** is a demon found in *Iris and the Giant*.

## Location

In Path of the Giant, Bat Kings appear on Floors 11W & 17, and additionally on Floors 5B & 14 on Nightmare difficulty.

In Path of the Ferryman, they appear on Floor 24, and additionally on Floor 3 on Nightmare difficulty.

## Strategy

Bat Kings combine the abilities of the Bat and Mouse demons, i.e. the demons on all four sides of it will be invulnerable, and every demon will also be able to attack twice per turn. The Bat King will appear with 2 armor.
How to play guide for Smart City Plan

*This article is a stub. You can help Smart City Plan Wiki by expanding it.*

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

## See also

* Release date
* System requirements
Policies

*This article is a stub. You can help Smart City Plan Wiki by expanding it.*

**Policies** are rules that can be set for the city to provide various positive and negative effects. For each policy, enforcement can also be set. The effects of enforcement are not currently known.

## List of policies

### Social Legislation

* Public Transport
* Smart Traffic Management
* Smart Water Use
* Smart Energy Use
* Green Living Walls

### Taxes

* Property Tax
* Corporate Tax
Smart City Plan Wiki/Bottom section

Wiki

Help Wiki

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Editing pages

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Moving pages

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Register

How to help

To write a new article, just enter the article title in the box below or in the search box at the top of the page.

* **Adding content**
	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
	+ An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.
Fire Bat

*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.*

**Fire Bat** may refer to:

* Fire Bat (demon)
* Fire Bat (imaginary friend)

You may also be looking for:

* Giant Fire Bat (demon)
Smart City Plan Wiki/Top section

Welcome to the  Wiki
The *Smart City Plan* guide for Traffic, Policies, Zoning and more written and maintained by the players.
Please feel free to contribute by creating new articles or expanding existing ones.

About Smart City Plan

Smart City Plan is an upcoming city building and management game from Ambiera Games. Players take administrative control over a city, deciding policies and laws, laying roads and managing the resulting traffic, zoning areas for citizens to build their homes, shops, and factories in, and making sure those citizens have access to water and electricity. Smart City Plan launches on Steam in early 2020. [Read more...]

Governance

Laws

Policies

Zoning

Infrastructure

Electricity

Roads

Traffic

Water and sewage
Treasure Room

Treasure Rooms are hidden rooms found in *Iris and the Giant*.

## Finding The Treasure Rooms

The treasure rooms can be accessed via a Golden Portal. These portals will be hidden in a boulder that has a symbol for a weapon on it. To open the portal and access the Treasure Room, you need to attack the rock using the correct weapon card, attacking it with anything else will break it. The possible weapons are Sword, Axe, Arrow, Fire, Steal and Thunder.

## Path of the Giant

### 4T

This room is accessed via the portal on Floor 4B (from Floor 3).

#### Guaranteed Demons / Terrain

 Crystal
 Evil Amphora
 Trap
 Will Potion

### 5T

This room is accessed via the portal on Floor 5B (from Floor 4).

#### Guaranteed Demons / Terrain

 Crystal
 Evil Amphora
 Trap
 Will Potion

### 11T

This room is accessed via the portal on Floor 11.

#### Guaranteed Demons / Terrain

 Crystal
 Evil Amphora
 Will Potion

### 15T

This room is accessed via the portal on Floor 15.

#### Guaranteed Demons / Terrain

 Crystal
 Evil Amphora
 Will Potion

## Path of the Ferryman

### 1T

This room is accessed via the portal on Floor 6.

#### Guaranteed Demons / Terrain

 Crystal
 Evil Amphora
 Trap
 Will Potion

### 2T

This room is accessed via the portal on Floor 10B (from Floor 9).

#### Guaranteed Demons / Terrain

 Crystal
 Evil Amphora
 Trap
 Will Potion

### 3T

This room is accessed via the portal on Floor 14B (from Floor 13).

#### Guaranteed Demons / Terrain

 Crystal
 Evil Amphora
 Will Potion

### 4T

This room is accessed via the portal on Floor 17B (from Floor 16).

#### Guaranteed Demons / Terrain

 Crystal
 Evil Amphora
 Will Potion
System requirements

*This article is a stub. You can help Smart City Plan Wiki by expanding it.*

The following are the minimum and recommended **system requirements** for *Smart City Plan*, taken from the game's Steam page. While these requirements do not represent a guaranteed working configuration, meeting the minimum requirements should ensure at least a launch-able environment.

## Recommended requirements

 Processor
 Memory
 Graphics
 Storage
 Additional Notes

## Minimum requirements

 Processor
 Memory
 Graphics
 Storage
 Additional Notes

## See also

* How to play guide for Smart City Plan
* Release date
Hunter

*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.*

**Hunter** may refer to:

* Hunter (demon)
* Hunter (imaginary friend)

You may also be looking for:

* Giant Hunter (demon)
* Monstrous Hunter (demon)
* Will Hunter (demon)
Doughal Ravencloak

**Doughal Ravencloak** is a Hero unit in *Fantasy General II*.

## Characteristics

Hero
+50% Invulnerable Damage Reduction
*Heroes are just hard to kill.*
Retreat I
+33% retreat chance When attacked in melee, the unit has a chance to retreat from combat unharmed. Cannot retreat from attackers who have higher speed. Can only retreat once per turn.
Hex Immunity
+25% Magic Damage Reduction Immune to all kinds of hexes and curses.
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Melee Attack**: Attack with all skirmish and melee weapons.
 **Raid**: Raid a settlement over the course of a turn, destroying it and some wealth in the process. Gain a random treasure based on remaining wealth.
Clanhold of Machnar

**Clanhold of Machnar** is a mission in the campaign of *Fantasy General II*.

## Summary

Clan Machnar control these ore-rich lands from their Clanhold to the East.

## Briefing

Clan Machnar has mined the Iron Hills for generations, earning them the name iron-eaters. The Clan built a stronghold near the Scarlet Mountains in the East and its warriors are renowned for their heavy iron armour.
Elite Flesh-walkers

**Elite Flesh-walkers** is a Infantry unit in *Fantasy General II*.

## Characteristics

Undead
+50% Physical Damage Reduction, cannot rest Undead units are resistant to physical damage, but cannot rest. All damage they sustain is permanent.
*They do not fear, they do not fatigue, they do not die!*
Immune to Psychology
This unit is immune to all psychological effects, unaffected by morale or fear, and can never become disordered, broken, or routed.
Expendable
Losing this unit has no effect on army morale.
*Nobody cares.*
Harasser
Causes Harassed when attacking for 1 turn: Cannot break charge, -25% Armor and Damage Target suffers severe penalties to armor and damage and cannot employ its break charge ability.
## Actions

 **Corpse Explosion**: Sacrifice one to have a chance to infect all adjacent units with Disease (Cooldown: 3)
Troll Charger

**Troll Charger** is a Siege unit in *Fantasy General II*.

## Characteristics

All Terrain
Faster movement through Shallow Water and Difficult terrains. The unit moves through difficult terrain with ease.
Troll Blood
+20 Health Regeneration Recovers a part of its lost health every turn.
*Trolls are known for their swift recovery from grave injuries, even regrowing lost limbs. Some think the troll’s connection to nature gives them this magical ability.*
Large
This unit cannot hide.
Highland Charge
Grants Charge Attack in Difficult terrain.
*Living in harsh terrain makes you adapt to it.*
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Melee Attack**: Attack with all skirmish and melee weapons.
 **Break Through**: Breaks through all tiles in line, dealing +100% damage as charge damage. Retreats if target tile is occupied. (Range: 3 Cooldown: 3)
 **Restore Squad**: Spend gold to refill the unit’s ranks and retain its XP level (requires a hiring location)
 **Raid**: Raid a settlement over the course of a turn, destroying it and some wealth in the process. Gain a random treasure based on remaining wealth.
Younglings

**Younglings** is a Shock Infantry unit in *Fantasy General II*.

## Characteristics

All Terrain
Faster movement through Shallow Water and Difficult terrains. The unit moves through difficult terrain with ease.
Ambush
Strikes out of hiding when an enemy enters an adjacent tile. The enemy is unable to retaliate.
*Always walk away from a fight. Then ambush.*
Charge Attack
+100% melee damage as charge damage Replaces the normal melee attack with a more powerful charge attack (selectable skills)
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Charge Attack**: Attack with all skirmish and melee weapons, dealing +100% damage as charge damage.
 **Restore Squad**: Spend gold to refill the unit’s ranks and retain its XP level (requires a hiring location)
 **Raid**: Raid a settlement over the course of a turn, destroying it and some wealth in the process. Gain a random treasure based on remaining wealth.
Ailsa the Blind

**Ailsa the Blind** is a Hero unit in *Fantasy General II*.

## Characteristics

Hero
+50% Invulnerable Damage Reduction
*Heroes are just hard to kill.*
Blind
-2 Search
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Ranged Attack**: Attack with all long-ranged weapons.
 **Spirit Vision**: Lift the fog of war over an area anywhere on the map for a short amount of time. Reveals Hidden units as well. (Range: 10 Mana cost: 1)
 **Raid**: Raid a settlement over the course of a turn, destroying it and some wealth in the process. Gain a random treasure based on remaining wealth.
Notable locations

A list of **notable locations** encountered during the campaign:

* Castle Waiting: A legendary battle site from the Shadow Wars, this ruined castle is shrouded in perpetual mists.
* Cyneris: Imperial harbour trading in metalworks and ruled by the Guildmasters.
* Heartspire: A place of spiritual power, sacred to both humans and trolls.
* Kanthas: A trading town at the edge of the Empire plagued by frequent quarrels with the centaurs in the nearby forest.
* Krell's Landing: The place where Archmage Krell landed his forces and began the liberation of Aer in the Shadow Wars.
* Krell's Tower: The ruins of Krell's sanctum and magical college. No one knows what caused the destruction and subsequent catastrophe creating the Sunken Lands.
* Kyrios: The proud capital of the Empire and headquarter of the Order of Transmuters, Kyrios grew rapidly and now houses the largest population in Keldonia.
* The Clan Keep of Clan Machnar, built into a mountainside.: The Last Stead is the southernmost stead of the Highlands, run by father and son of House McNeill.
* Machnar Castle: The Clan Keep of Clan Machnar, built into a mountainside.
* Owin's Ford: The only ford where the mighty Owin can be crossed this far downriver and a point of high strategical importance.
* Porikos: The trading hub for western Keldonia is the second largest Imperial city.
* Rime: A town near the frozen northern coast of Keldonia, its inhabitants are known for their stubbornness and a dour disposition.
* Scarlet Keep: A remote castle once built to keep invading mountain trolls at bay, now serves as a prison for those that fell out of favour with the Emperor.
* Synor: A garrison town on the source of the Enithros river, breeds most of the horses for the Imperial Cavalry.
* The Gap: A wide valley connecting the Highlands and the Borderlands and the easiest way to cross through the mountains.
* The Thing-Ground: The sacred meeting place of the council of Clans, called the Thing.
Barbarians

**Barbarians** is a major faction in *Fantasy General II*.

## Background

Three hundred years have passed since the Shadow Wars have ravaged Keldonia and the world of Aer, and the struggles of the past have long since faded into legends.

In the Highlands of Fareach, clans of Barbarian warriors have eked out a living in the harsh northern climate, constantly feuding with each other and raiding the wealthier Borderland towns. Fed up with these raids, the Borderland Clans called on the Empire – a powerful realm controlling much of Keldonia. The Western Imperial Legion was dispatched to see off the Highland raiders and with the help of Borderland Clans Iseal and Machnar, destroyed High King Brendan's army in the battle of Wyrm’s Pass.

A treaty was signed that forbade any Clan from crossing into the Borderlands in return for peace.

Since then, there has been no High King to unite the Clans and they fell into quarrelling and raiding amongst themselves. In these dark times your clan has been led by Falir One-Eye, a warrior of great renown. You are his son and designated heir and you are eager to prove your mettle to your father…

## Overview

* The Barbarians are the primary playable faction and the core one in the campaign. At the outset, they are a divided people plagued by internecine fighting between its major clans: Baileach, Donagh, Iseal, Machnar, and Misneach. The initial goal is to unite them and then lead them on a path of conquest into the Empire.
* The Barbarian faction doesn't collect taxes and instead relies on their ability to Raid settlements to gain resources! This is started by clicking the Raid skill while on a settlement. Raiding takes one turn, destroys the settlement, and provides random treasure at the start of the next turn. Raiding also destroys one wealth in the process and yields no results when all wealth is depleted!

*This article is a stub. You can help Fantasy General II Wiki by expanding it.*
Werebears

**Werebears** is a Shock Infantry unit in *Fantasy General II*.

## Characteristics

All Terrain
Faster movement through Shallow Water and Difficult terrains. The unit moves through difficult terrain with ease.
Highland Charge
Grants Charge Attack in Difficult terrain.
*Living in harsh terrain makes you adapt to it.*
Ambush
Strikes out of hiding when an enemy enters an adjacent tile. The enemy is unable to retaliate.
*Always walk away from a fight. Then ambush.*
Fearless
This unit cannot be broken or routed by morale and is immune to fear.
*Some are just more chill than others.*
Cause Fear
Adjacent enemies receive -1 Morale and deal -20% damage Strikes fear into the hearts of your enemies.
*What is that thing?!*
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Charge Attack**: Attack with all skirmish and melee weapons, dealing +100% damage as charge damage.
 **Restore Squad**: Spend gold to refill the unit’s ranks and retain its XP level (requires a hiring location)
 **Raid**: Raid a settlement over the course of a turn, destroying it and some wealth in the process. Gain a random treasure based on remaining wealth.
System requirements

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

## Recommended requirements

* Requires a 64-bit processor and operating system
* OS: Windows 10 (64 bit)
* Processor: Quad Core CPU 2.5Ghz Intel Core I2xxx or AMD Zen
* Memory: 8 GB RAM
* Graphics: GTX 1060 3gb / AMD RX470 4GB or higher
* DirectX: Version 11
* Storage: 2200 MB available space
* Additional Notes: 1920x1080 recommended resolution

## Minimum requirements

* Requires a 64-bit processor and operating system
* OS: Windows 7, 8, 10 (64 bit)
* Processor: Dual Core CPU 2.5Ghz Intel Core I2xxx or equivalent AMD CPU
* Memory: 4 GB RAM
* Graphics: dx11 graphics card with dedicated 2 gb video memory
* DirectX: Version 11
* Storage: 2200 MB available space
* Additional Notes: 1366x768 min resolution

## See also

* How to play guide for Fantasy General II
* Release date
Morale

**Morale** impacts the units fighting power and is gained or lost by casualties caused or suffered in their immediate vicinity. It is also used to resist  attacks by directly increasing the magic damage reduction.
Units lose and gain morale based on casualties happening in their vicinity to friends or foes. Whenever a unit loses a morale state, their combat power diminishes as well. If a unit becomes routed, it will flee and lose its next turn. You can recover morale by resting.

Casualties taken by nearby friendly units in battle will cause morale
to fall, while enemy losses will cause friendly morale to increase.
Units with higher morale will fight better than those with low morale,
especially when fighting against magical weapons.

* When a unit’s morale falls below 67% it will become Disordered,
* at 34% Routed
* at 0% Broken.

Morale is shown on the unit’s map
icon, which is fully coloured for high morale units, striped
for moderate morale, and completely white when a unit
is broken.

*Combat is not the only way morale can change. The use of artefacts and choices made in narrative events can also influence it.*

When a unit is killed, whether by melee or ranged attack, any artefacts
it was carrying will be captured by the attacking unit, or added to your
inventory if that unit cannot carry any more artefacts. Some artefacts
are very powerful, so be sure to capture as many as possible!
Curse Boss

Game ID | curseBoss

**Curse Boss** is a demon found in *Iris and the Giant*.

## Location

The Curse Boss can be found on Floor 9W in Path of the Giant. To reach there:

1. Take the stairs on Floor 1 to reach Floor 2
2. Take the secret route on Floor 2 to reach Floor 3W
3. Take the stairs on Floor 3W to reach Floor 5W
4. Take the secret route on Floor 5W to reach Floor 7W
5. Take the secret route on Floor 7W to reach Floor 9W.

There is also a 50% chance to encounter the Curse Boss on Floor 17 in Path of the Giant.

## Strategy

Like the Cursed Skeleton, the Curse Boss appears as a puddle on the ground and attacking it once will bring it up after which you can damage it. If you then leave it alone for a turn it will return to the puddle.

The Curse Boss always appears in groups of 3, and has 2 armor. To defeat it you will want to use a Tornado card or Wave card which will remove the armor, followed by an offensive card . Alternatively you can chain 4 Sword cards.
Artifacts

Artifacts are magical items that your heroes and Units can use to increase their statistics or gain new abilities.

## Finding artifacts

* Visit unexplored locations
* Raid and pillage enemy settlements
* Defeat enemy units with an artifact
* Find artifacts on the world map

Most artifacts come from exploring various locations on the adventure map, such as ancient runs or caves. Simply move over a unit to claim your reward. Flying units or summoned units (?) cannot claim rewards. In most cases, the rewards are random. Some rewards can be also scripted an always award the exact artifact.

## Using artifacts

Heroes and units have one artifact slot. Heroes can gain additional slots when leveling up. Summoned units cannot use artifacts.

If a unit finds an artifact and it has an empty artifact slot, the artifact is automatically equipped. To manage and reassign artifacts, use the inventory button, on the left from your units roster. Select a unit and an artifact, then click **Equip** or **Unequip**.

It may take some time until the assignment becomes active.

* On the world map, artifacts are assigned immediately.
* On an adventure map, artifacts are assigned at the beginning of the next turn.

Some artifacts, such as potions, are consumed on use. Usually, these provide either immediate benefit (e.g., heal all wounds) or a benefit lasting til the end of a map (e.g., +10% damage).

## Artifact quality

Artifacts come in three quality categories:

* Black (no background)
* Green
* Purple (most powerful and most rare)

## List of artifacts

### World map artifacts/rewards

Some artifacts can be found on the world map. First, you need to find a clue on the adventure map. Then, follow the instructions from the clue on the world map (between missions) to claim your reward. You have to click a particular spot on the world map.

 Treasure Map | 500 gold | tiniest island in the Sea of Mist

Original source: Steam forums

## Transmute artifacts

Get rid of your excess artifacts by turning them into other resources or gold. In the Invasion campaign, this feature gets unlocked after completing Krell's Tower. In Onslaught, it is available from the start.(Release notes)

While on the world map, open your inventory and select the item you want to transmute. The reward depends on artifact color:

 Black | +1 Weapons
Pegasi

**Pegasi** is a Aerial unit in *Fantasy General II*.

## Characteristics

Flying
Ignores movement restrictions, cannot be attacked in melee or hide
Interceptor
Can attack enemy aerial units attacking adjacent allies
Winged Support
+50% Missile Damage Reduction for adjacent units The Pegasus’ wings protect all nearby ground allies from ranged harm.
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Melee Attack**: Attack with all skirmish and melee weapons.
 **Restore Squad**: Spend gold to refill the unit’s ranks and retain its XP level (requires a hiring location)
Upgrades

Once your army is sufficiently large, you may want to consider
**upgrading** your units to more powerful weaponry or even different
types of units altogether. For instance, your Younglings can
be upgraded to improved Shock Infantry and eventually Magic Shock Infantry,
but they can also be upgraded to Missile Infantry (“Slingers”).

## Overview

Upgrading a unit will cost gold and very often Weapons, Armour or
Mana, but not additional Supply. Unlike new recruits, upgrades do
not require a Hiring Location – if you wish to upgrade in the middle
of a field (or even right next to an enemy!), you are welcome to do so!

In order to upgrade, click the yellow button on the unit info
panel marked with an anvil. Units that can be upgraded will
be marked by a small red flag on this button. A menu will
appear showing the path of possible upgrades that the unit has
available, with the unit’s current type marked by a pair of crossed
swords behind its icon. Potential upgrades are given coloured icons,
while unavailable ones are black and white, with the cost of upgrading
listed below.

Select one of the unit icons to view details such as weapons,
armour and speed on the left-hand side of the panel, and once you
have chosen an upgrade you are happy with, click Upgrade. The
upgrading will take place immediately, and any costs taken out of
your stockpile of resources. If you decide not to upgrade your unit,
click the X in the top right corner to close the menu. Once a unit
has been upgraded, it may move and attack, continuing its turn as
normal.

## Limitations

* Once you have upgraded a unit, you cannot ‘downgrade’ it back to a past unit type, nor can you upgrade it into a different type of unit not marked by a direct line in the upgrade tree.

* Hero units cannot be upgraded like other units, but acquire Skills that in many ways are quite similar. When a Hero levels up (due to filling up the experience bar), it will gain a Skill Point. By clicking on the star icon when the Hero is selected (it will be in the same place as Upgrade is for other units), you can choose to spend your skill point on a variety of different Skills. Some Skills improve the hero unit (such as “+50 Health”), while others provide bonuses to the entire army (such as “+2 Supply Limit”).

You have collected enough resources to upgrade the selected unit! Open the upgrade tree by clicking on the upgrade button in the skill panel.

## Training Grounds

Training Grounds allow you to purchase additional promotions for your units. This feature was added in patch 9. In the invasion campaign, it is unlocked after the Krell's Landing mission. It is available from the start in Onslaught.

Give your units individual skills and abilities. Different heroes provide different training opportunities. Pay with Gold, Weapons, Armor, and Liquid Mana.
Smart City Plan Wiki

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Please feel free to contribute by creating new articles or expanding existing ones.

About Smart City Plan

Smart City Plan is an upcoming city building and management game from Ambiera Games. Players take administrative control over a city, deciding policies and laws, laying roads and managing the resulting traffic, zoning areas for citizens to build their homes, shops, and factories in, and making sure those citizens have access to water and electricity. Smart City Plan launches on Steam in early 2020. [Read more...]

Governance

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Guides

How to play guide for Smart City Plan

System requirements

Release date

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To write a new article, just enter the article title in the box below or in the search box at the top of the page.

* **Adding content**
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Stag Riders

**Stag Riders** is a Missile Cavalry unit in *Fantasy General II*.

## Characteristics

Mounted
Slower movement and -25% Damage dealt on Swamp and Difficult terrain
*Cavalry pays for their superior movement range with penalties on difficult terrain.*
Fast Rider
+25% Missile Damage Reduction Receive additional missile protection through fast and erratic movement.
*They ride like the wind, no arrow can harm them.*
Ignores Zone of Control
Not stopped by an enemy’s zone of control.
Retreat I
+33% retreat chance When attacked in melee, the unit has a chance to retreat from combat unharmed. Cannot retreat from attackers who have higher speed. Can only retreat once per turn.
Scout
+1 Search and grants Scout Trained scouts travel ahead of the army, scouting the surroundings to reveal unknown lands.
*Knowledge is power. Scouts are the backbone of every great army.*
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Hit and Run**:The unit attacks a target in skirmish. If the unit attacks in combination with a move, it afterwards retreats to its initial location.
 **Scout**: Scouts the surroundings, lifting the fog of war over a large area (6 hexes). (Cooldown: 3)
 **Restore Squad**: Spend gold to refill the unit’s ranks and retain its XP level (requires a hiring location)
 **Raid**: Raid a settlement over the course of a turn, destroying it and some wealth in the process. Gain a random treasure based on remaining wealth.
Death Dealers

**Death Dealers** is a Infantry unit in *Fantasy General II*.

## Characteristics

Deadly
+50% kill chance bonus
Immune to Psychology
This unit is immune to all psychological effects, unaffected by morale or fear, and can never become disordered, broken, or routed.
Cause Fear
Adjacent enemies receive -1 Morale and deal -20% damage Strikes fear into the hearts of your enemies.
*What is that thing?!*
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Melee Attack**: Attack with all skirmish and melee weapons.
 **Force March**: March further by 2 hexes at the cost of morale (Cooldown: 3)
Dragon Isles

**Dragon Isles** is a mission in the campaign of *Fantasy General II*.

## Summary

The Dragon Isles are occupied by the Empire, who have enslaved the dragons.

## Briefing

Protected by a chain of Imperial castles built on the small islands surrounding it, the main island of the Dragon Isles has been a breeding ground for dragons for thousands of years.
Difficulty

Iris and the Giant has three difficulty settings (Easy, Classic & Nightmare) that affect various aspects of the game. Once you have chosen a difficulty you cannot change it; you would need to start a new save file.

## Demons

The types and amount of demons that appear thoughout the game will depend on the difficulty. Easy & Classic difficuties share naturally spawning enemies, while Nightmare has its own sets.

### Path of the Giant

* Easy & Classic
* Nightmare

### Path of the Ferryman

* Easy & Classic
* Nightmare

### Reinforcements

Some demons are able to spawn more demons into battle. The possible demons depends on the difficulty.

* Pandora's Box
* Harpy
Scythe Snake

**Scythe Snake** is a demon found in *Iris and the Giant*.

## Location

In Path of the Giant, the Scythe Snake can be found on Floors 4B, 9, 11W, 14 & 17 on Easy & Classic difficulty, and also on Floors 1, 4, 6, 7, 13, 15 on Nightmare difficulty.

In Path of the Ferryman, they can be found on Floors 10, 12, 14, 14B, 17B, 18, 23 & 24 on Easy & Classic difficulty, and also on Floors 2 & 7 on Nightmare difficulty.

## Strategy

The Scythe Snake can attack you from the first row. It will not deal any damage, but it will steal 3 cards from your deck.
Cleavers

**Cleavers** is a Shock Infantry unit in *Fantasy General II*.

## Characteristics

All Terrain
Faster movement through Shallow Water and Difficult terrains. The unit moves through difficult terrain with ease.
Ambush
Strikes out of hiding when an enemy enters an adjacent tile. The enemy is unable to retaliate.
*Always walk away from a fight. Then ambush.*
Slayer
+50% damage vs. Hero and Large Deals more damage against heroes and large monsters
*I can get rid of all kinds of trolls!*
Highland Charge
Grants Charge Attack in Difficult terrain.
*Living in harsh terrain makes you adapt to it.*
Berserker Frenzy
+10% damage for two turns Adds a frenzy effect and renews all existing frenzy effects, every time the unit deals damage.
*Don’t make me angry. You wouldn’t like me when I’m angry.*
Fearless
This unit cannot be broken or routed by morale and is immune to fear.
*Some are just more chill than others.*
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Charge Attack**: Attack with all skirmish and melee weapons, dealing +100% damage as charge damage.
 **Restore Squad**: Spend gold to refill the unit’s ranks and retain its XP level (requires a hiring location)
 **Raid**: Raid a settlement over the course of a turn, destroying it and some wealth in the process. Gain a random treasure based on remaining wealth.
Princess Marcra

**Princess Marcra** is a mission in the campaign of *Fantasy General II*.

## Summary

Send you army into the Scarlet Mountains to free Princess Marcra from captivity by her own father

## Briefing

'You have been told Princess Marcra has been imprisoned by her father in a remote outpost in the Scarlet Mountains. Freeing her could mean a valuable ally on your side and dividing the Empire's loyalties.