recursal/Fanatic-Fandom huggingface dataset:
Cabbage Plant

*"Cabbage grows very quickly, but is inefficient over long periode due to the intensive labor involved, Can be boiled, stewed or..did we say boiled already."*

A Crop, grown on a Crop field. May be collected to produce a Bushel of Cabbage

Cabbage is a Raw Vegetable It can be eaten raw or it can be cooked in a Kitchen with an Oven

Used in the following recipes:

Cabbage Stew

Farmer's Stew

Can also be used to make Refined Food and Pie, wich is based on any raw food.

### Miscellaneous nutritional information:

Cabbage is an excellent source of vitamin C and vitamin K, containing more than 20% of the Daily Value (DV) for each of these nutrients per serving (right table of USDA nutrient values). Cabbage is also a good source (10–19% DV) of vitamin B6 and folate, with no other nutrients having significant content per 100 gram serving (table). [Adapted from: "USDA database table for raw cabbage,100 g". US Department of Agriculture, National Nutrient Database for Standard Reference, version SR-27. 2014. Retrieved 4 December 2014.]
Revision 34C

**Version chronology**

**External links**

## Some good fixes here, folks

* FIXED: job interrupts weren't set to fire at all in 34 experimentals; combat should work way better now
* added Mine building and Mineshaft module
* balance: made higher-class beds more expensive
* FIXED: "Feel Madness" incorrectly made people "Feel Happy"
* FIXED: some mismatched character body/head textures
* FIXED: save game issue crashing saving invalid assignments
* FIXED: tree rendering on OS X
* Added "# of active work crews" counter to top of screen
* made artisans less interested in doing paperwork at night
* removed "idle in chair" job so that there will be free chairs for people to eat in
* FIXED: when you call a Naturalist via favour, you actually get a naturalist now.
* Naturalists will form work crews (though labourers don't do anything in them yet)
* Rewrote memory utility code to correctly update and set moods from memories without having half-crazed, volatile mood swings.
* FIXED: rendering errors on particle systems
* Right-clicking a stockpile filter will enable ONLY that filter.
* Right-clicking a work crew filter will enable ONLY that filter.
* Added debug messages to try and catch more save game issues
* "make planks" now looks for closest log
* FIXED: peat cube was a white cube
Morale

**Morale** is one of the character stats in Clockwork Empires. It affects character behavior. Most of all characters start with a high morale stat. At which point it will start degrading due to sadness, fear, hungriness/sleepiness and getting hurt. Lower morale is a curse and a blessing, as it can help your characters flee when their life is in danger, but also make them less sensible and not defend themselves where there is no escape from the chaser. Craven characters will flee more easily, but characters with traits like Foolishly Brave, Brutish, Military Training and Doomed will stay in combat for longer.

## Morale Level 5

 *"This character is eager to fight for Queen & Empire!"*

This is the highest morale level and all militiamen and especially NCOs should be on this level to defend their colony.

## Morale Level 4

 *"This character will stand firm in combat."*

## Morale Level 3

 *"This character is shaken but will fight enemies."*

## Morale Level 2

 *"This character is panicking and ready to flee from combat."*

## Morale Level 1

 *"This character is terrified and will flee from combat."*

At this point, the character will avoid combat, and rather cower inside.
Pie

*"Mm, Pie What kind of pie you getuot depends on what gets put into it!.."*

Pie is a Kitchen recipe, used to cook diffrent types of pie, based on different ingredients.

To produce pie, Raw Meat or Raw Berries or Pumpkin are baked in an Oven with a Bag of Wheat Flour and some Sugar.

This sweet high-end dish is a delightful meal for any colonists.

* Meat Pie
* Lingonberry Pie/Saskatoonberry Pie
* Pumpkin Pie

"Fancy Cooking" technology is required to cook Pie
Version 1.0B

**Version chronology**

**External links**

* FIXED: some incorrect tooltip descriptions for ingredients required for producing certain modules
* FIXED: possible to get into a state where tutorial won't advance if too much time passes before conditions for advancement are met
* FIXED: removed mention of assigning overseers to stockpiles from tutorial (this can't be done)
* FIXED: gold reward bar now defaults drops at start position rather than map center
* FIXED: various text typos
* FIXED: a certain type of REDACTED will no longer get stuck inside buildings
* Cleaned up the embark screen a bit.
* FIXED: crash demolishing a house
* FIXED: some achievements
Sanity

**Sanity** is one of the character stats in Clockwork Empires. It affects character behavior. Seeing unscientific happenings and irrational entities will make characters loose their minds. As will loneliness, finding Idols, having to feed on human flesh and remembering strange memories. Strange characters are more likely to go insane. The opposite goes with Adaptable characters. Drinking laudanum can help characters forget.

## Sanity Level 2

 *"This character saw something unexplained by Science."*

Other tooltips include:

* "This character witnessed an abomination against Reason."
* "This character experienced something truly unnatural."
* "This character saw something beyond understanding."
* "This character saw something shockingly abnormal."
* "This character witnessed a thing beyond comprehension."
* "This character had a disturbing eldritch experience."

## Sanity Level 3

 *"This character seems rather unhinged lately."*

Other tooltips include:

* "This character looks to be losing a grasp on sanity."

## Sanity Level 4

 *"This character has just about lost it, to be honest."*

Other tooltips include:

* "This character has pretty much cracked, all told."
* "This character has gone mad nearly beyond help, it seems."

At this point the character has gone insane and will do insane idle and walk jobs.

## Sanity Level 5

 *"This character has gone mad as a hatter."*

Other tooltips include:

* "This character has completely lost it."

At this point the character will start praying the the dark ones.
Scintillating Beetle

The **Scintillating Beetle** is a wandering insect that can be found in many biomes. It is not aggressive toward colonists, but may eat crops. It has an iridescent green carapace.

* The various members of the beetle family.

*This article is a stub. You can help Clockwork Empires Wiki by expanding it.*
Revision 42C

**Version chronology**

**External links**

* FIXED (42B): foraging aurochs bones
* FIXED (42B): cooking steak
* FIXED (42B): spawning ore nodes
* FIXED (42B): ore survey waypoint text output
* FIXED (42B): mineshaft mining
* FIXED (42B): a missing zinc ingot
* FIXED (42B): fishpeople vandalism crisis scripterror
Nicholas Vinig

**Nicholas Vining** - Gaslamp Games’ technical director and lead
programmer, a job that requires him to oversee all aspects of the
company’s technical direction and programming. In addition, he does
the bulk of the programming for Gaslamp’s titles.

Nicholas has been involved with the game industry since 2000, when he
got a job working for Loki Software Inc., the original Linux porting
company, at the age of sixteen. Ever since then, he has worked on a
wide variety of industry projects, ranging from the Unreal Engine’s
OpenGL Renderer to a series of games made by the notorious Derek
Smart. One early contribution to the game industry was so bad that it
inspired the first ever appearance of the “Fruit F\*cker 2000” in the
comic strip Penny Arcade. He has written for Game Developer Magazine,
and has contributed to the specifications for OpenGL, the
industry-leading graphics API, having co-authored three extensions
that were approved by the Architectural Review Board. He holds a
Master’s Degree in Computer Science, and a Bachelor’s Degree in
Mathematics with Honors, both from the University of Victoria. When
not working at Gaslamp, he can usually be found playing his collection
of vintage synthesizers.
Weapon

There are a variety of **weapons** available in Clockwork Empires. Soldiers as well as bandits and fishpeople can carry weapons.

Most firearms (including the Spine Gun) need to be reloaded after each shot, with the exception of the Revolver and Carbine. Colonists without the Military Training trait reload firearms only half as quickly as professional soldiers. No colonists will ever use Fishman weapons.

Some weapons require combat supplies in order to be fired and some have mounted bayonets that can be used in melee. As of February, 2015 and beyond soldiers will only equip pistols, even if pistols have been marked as forbidden items they will often be seen to take pistols from red forbidden lots in stockpiles. There is no fix offered for this as of 23 January, 2016 (0.47).

**Melee Weapons Table**
 Melee Damage Type

## Colonist weapons

* Grenade Launcher
* Leyden Pistol
* Leyden Rifle
* Carbine
* Revolver
* Jezail Rifle
* Blunderbuss
* Musket
* Pistol
* Sacrificial Dagger
* Sabre
* Hunting Knife

## Fishpeople weapons

* Coral Club
* Spine Gun
* Urchin Grenade
* Bone Knife
Revision 39A

**Version chronology**

**External links**

* added 3 foreign factions: Stahlmark, Republique, Novorus
* added foreign military characters, soldiers + NCOs
* added foreign military squads w/ mission logic
* added foreign military intervention event to spawn foreign military squads
* added icons for foreign flags & troops
* general cleanup of jobs code (part 1)
* replaced direct access to job memory via pointers with new, safer handle class
* FIXED: memory leak when a job has a dependency which we later fail to do anything with
* FIXED: various misspellings of words
* FIXED: incorrect icon in recipe for Blunderbuss & broken icon for Musket
* FIXED: scripterror in bandit joining colony event
* FIXED: scripterror in "hearExcalamtion"
* fishperson vandalism crisis will no longer fire if you're hostile w/ fishpeople
* some events will auto-zoom camera to their location (polishing in-progress)
* bandit corpse decision event only fired if their bodies are in your colony
* bandits will now fight back against hostile animals
* balance: reduced # of tents that bandits spawn with
* fishpeople leaders now wear hats
* Mineshafts will now output ore based on what oreNode clusters were nearby (mining the surface nodes doesn't affect the underground ore)
* surface ore nodes will leave a mineralogical survey beacon which can be surveyed by a Naturalist to tell you what product it will output (this is pretty direct right now)
* FIXED: error in bandit\_wants\_to\_join\_colony
* FIXED: error when fishpeople groups are wiped out
* fishperson hassle crisis will no longer fire if fishperson policy is set to hostile
Revision 41B

**Version chronology**

**External links**

**Revision 41B** was pushed to the default and experimental branches as a hotfix.

## Changes

Addressed a small issue with the military where military targets will not be recognized as such after somebody has responded to an alarm about them; this was causing people to shoot bandits, and then casually walk away from them while being massacred (for instance.)
Refined Food​

*"The republiquans have mastered the art of cooking - now we've leared their secret for ourselfs."*

Refined food is a Kitchen recipe, used to cook any raw food combined with booze (Alcohol) at an Oven.

The outcome of the recipe is a normal Farmer's Stew but the refined food recipe has a very high yield making it good at feeding larger population.

"Refined Cooking" technology is required to cook Refined food

Overseer  prefered
Revision 38C

**Version chronology**

**External links**

* FIXED: the invisible shadows of stacked objects will render after saving and loading a game
* FIXED: construction costs for buildings do not increment after saving and loading a game
* FIXED: cannot demolish buildings after saving and loading a game
* FIXED: items occasionally turn blue
* FIXED: crash bug when occasionally placing a module with SHIFT-CLICK mode
* FIXED: memory leaks in events
* mood icon now correctly displays character's mood in character info panel
* added "morale" and "sanity" icons to character info panel
* moved a bunch of container and stack code to C++ from Lua (perfomance should be improved)
* containers and stacks can now be merged by characters
* autosave now alternates between two files (stability improvement)
* rewrote the code for handling jobs in assignments: we now actually store the jobs that are being done on an assignment on the assignment object, rather than just trying to add or subtract them. Consequently, this means that the bookkeeping of such jobs is accurate. The hope is that this fixes the bug where people will get stuck in an assignment, but we'll see. (At the very least, it should give us more information.)
* music now fades out Discovery/Productivity Tracks at night (Battle, Tragedy and Insanity are still things that can happen at night.)
* FIXED: "remove spoiled crops" now correctly given lower priority than "tend crops".
* FIXED: Corpses still wanted to be buried even after they were chopped up & eaten
* FIXED: hunger/tiredness values in gossip topic calculation
* FIXED: error in upper class sympathy event
* FIXED: errors in ministry investigation event tree
* FIXED: long reload anim wasn't properly set on militia
* fixed minor typo in a hunger memory
* added "Suck up to superior" job
* added "Cower inside" job
* added "Sleep due to sadness" job
* added "Drink due to sadness" job
* fixed lots of memory icons
* accepting criminal goods may trigger an investigation
* "Doomed" characters now much more doomed
* minor fixes to Vicar jobs

## Fishpeople overhaul + new content (in-progress)

* official policy toward fishpeople can be set in response to interaction events/crises
* fishpeople now spawn in groups with goals/missions that they will attempt to fulfill (lots of infrastructure done for this)
* fishpeople & colonists can interact in various peaceful ways if policy is friendly (note: this is far from feature complete)
* colonists can attempt to non-violently intimidate fishpeople (and vice versa)
* added fishpeople scout mission/event
* added fishpeople beach patrol mission/event
* added fishpeople friendly envoy mission/event
* added fishpeople property destruction policy event
* added fishpeople hassling crisis event
* added fishpeople vandalism crisis event
* added fishpeople assault crisis event
* fishpeople combat logic improved
* balance: replaced fishpeople in tropics w/ Deathwurms (note: deathwurm attack anim needs tweaking)
* balance: boosted hp and aggressiveness of Deathwurms
Labourer

**Labourer** is the standard lower class colonist. A colonist will stay as a labourer, unless conditions for them to turn to anything else are met. This will most likely be the most common character type in a player's colony. Labourers work all of the non-workshop jobs, unless they are turned into a farmer or enlisted into the military. Labourers can be acquired with the immigration event.
Labourer Bunkhouse

The **Labourer Bunkhouse** a home for labourers. Adds base +2 labourer population capacity (max 5 or 7 with Rare Painting)

### Amenities

 Quality of +4 or better
 Rare Painting | +2

### Modules

* Cot
* Simple Door
* Simple Open Window
* Simple Closed Window

### Decor

* Simple Wall Shrine
* Cheap Cabinet
* Lower Class Rug
* Small Clothes Line
* Long Clothes Line
* Exterior Lamp
* Rare Painting
Stone Oven

**Stone Oven** is a module intended for use in a Kitchen and is used by Work Crews to cook food. This type of Oven does not require any bricks or finished metal parts like Copper Plates in its construction, making it a good choice before a Ceramics Workshop or Metalworks has been established.

Either 1 wooden plank or 1 stone block is required to repair it each time it breaks.

## See also

* Iron Oven
* Steam Oven
Trees

Trees are the primary source of Logs for your Colony. Logs are obtained by creating a Chop Down job on a tree or group of trees. Not all trees create logs when chopped down. The directory containing the 3d model assets for trees includes some types of large vegetation that are not technically trees (i.e. Bamboo, Giant Horsetail, and Saguaro Cactus).

Large trees produce more logs than smaller trees. Seedlings will slowly spawn around existing trees, so don't completely clear cut if you want seedlings to appear.

Growing Bamboo on a farm plot provides a means of farming logs.

## List of tree type

### Loggable Trees

* Aspen
* Bamboo
* Baobab
* Broadleaf
* Conifer
* Giant Horsetail
* Mangrove
* Palm
* Pine
* Saguaro Cactus
* Weeping Willow
Revision 37B

**Version chronology**

**External links**

* FIXED: various people getting items stuck in their hands
* FIXED: characters getting stuck in Ghost Modules
* FIXED: occasionally grabbing a social job if you had non-social work you could be doing
* FIXED: some nonsense with the mailbox system
* FIXED: broken nametags (& disappearing nametags on load)
* FIXED: dead people will no longer send ministry investigators after you. (Or initiate any other events) (At least not events restricted to living people; let’s keep an open mind here.)
* FIXED: Sulphur Tonic job broken (due to extra space character)
* FIXED: non-deleting science crates (+ added fun icons to ticker reports for science crates)
* balance: increased bandit timers
* FIXED: laudanum (and other drinks?!) not showing up in commodities window
* FIXED: isDay wasn’t set to true on first day
* FIXED: military characters will no longer use specially skilled civilian outfits if overseer has skill
* FIXED: characters assigned uniform via office job should stick to those uniforms correctly
* FIXED: militia NCOs no longer revert to civilian form if they have skills
* FIXED: bandits actually respect truce now!
* FIXED: bandit drop/flee cycle
* gabion construction changed to a civilian job
* added a floating starvation warning icon to starving characters
* temp. removed “Spinning Mule” machine (use the workbench!)
* rebalanced idle/wander/gossip weighting
* updated refining tutorial to reference Metalworks as place to refine ore
* colonists will now be slightly happier eating food in chairs rather than while standing
Revision 40C

**Version chronology**

**External links**

* animal herds appropriate to biome will randomly show up from edge of map
* fishpeople will react to their friends receiving beatings/execution from colonists
* added major bandit attack event
* added tooltips to bandit event dialogs
* neutral military scouts will now do survey action
* groups doing attack/plunder missions will perform "search area" if they can't find a target for attack/plunder
* cultists in a cult that worships a specific type of horror may now worship that horror if they see one
* cultists in a fish cult will not hassle fishpeople because it goes against their religious beliefs
* fishpeople may become more aggressive if they find a fishperson corpse
* mineralogical survey results will create an alert
* the Ministry Investigation event has had some text clarifications and an alternate outcome added depending on character traits.
* romantically inclined people will occasionally cry over graves.
* characters now have desires and a record of their personal property.
* characters can now claim modules for their use (this is the start of the personal property system, though right now it's still Communism; i.e. people will sleep in any bed, even a claimed one.)
* the Empire will now deliver population milestone rewards to an airship mast, if you have one.
* added new event: A lower-class character may discover they are a member of the nobility.
* mood penalties for characters going hungry have been increased.
* mood penalties for background inter-character behavior have been decreased.
* characters now forget negative memories of hunger if they eat, depending on how hungry they still are.
* characters now appropriately forget memories due to drinking alcohol. Low concentrations remove less important memories, higher concentrations remove increasingly more important memories. (This will likely need balancing.)
* added more names have been added to what will surely one day be the official unofficial Dickensian character generator
* did more UI tweaks to reign in some wandering elements that thought just because we rewrote the UI system they could take a break
* balance: food will no longer count towards The Empire's opinion of your economic progress. (This will affect the rate at which you recieve overseers and the system has been rebalanced accordingly)
* balance: the overseer allocation system will continue giving you additional characters after you have hit the overseer cap if some of your overseers have died. (Note: Temporary overseers are tracked separately, so you can't game this for freebies.)
* balance: made mineshafts slightly cheaper (requires iron ingots rather than iron plates)
* FIXED: some broken job requirements that locked maddened colonists into certain behaviour loops
* FIXED (40B): Logs (& other harvested resources) should now be correctly stockpiled.
* FIXED: when bandits/foreign soldiers/fishpeople drop weapons, they will be added to your commodities list
* FIXED: various issues with agents carrying out missions freezing in place temporarily
* FIXED: Colonists intending to hug fishpeople will no longer hug normal people. Just fishpeople.
Pumpkin Field

Harvest output: | 80 units

**Pumpkin Field** is a crop field of Pumpkin Vine. When harvested, it produces Pumpkin. Pumpkin can be processed into Farmer's Stew and other meals by colonists in a Kitchen, provided the kitchen has an Oven.

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

## Gallery

* Some Labourers working is a huge Pumpkin Field
Revision 39E

**Version chronology**

**External links**

* FIXED: random autosave crash and/or memory corruption caused by machine expression timing error
* FIXED: various issues when deleting a stockpile, including crashing
* FIXED: progress bars and nametags appearing through windows during gameplay
* FIXED: emotions and speech bunch up when zoomed out, and all display at once when visible
* FIXED: workshop owners will set bad/good workshop names again depending on their madness
* FIXED: small typesetting errors in "wrapped text renderer" (putting a period by itself at the end of a newline, etc.)
* FIXED: foreign military & bandit weapons will no longer show up in commodities window
* FIXED: friendly fishpeople will no longer attack your gabions for no good reason
* FIXED: all lower-class colonists are correctly auto-placed in workcrews after immigration
* FIXED: conscripted Vicars will no longer do vicar stuff
* (FIXED 39D: fishpeople now spawn correctly with gifts/weapons depending on group's mission)
* (FIXED 39C: cults with no name should no longer be formed)
* FIXED: Script error during "Research Science Crate" event
* FIXED: "Butcher Human Corpse" job should no longer be confused between Fishpeople & Human version (this would lead to problems)
* Windows: Screenshots are now saved into My Documents\Gaslamp Games\Clockwork Empires.
* balance: removed Deathwurms from tropical biome spawn (a handful are spawned via script now, well away from the start location)
* balance: tripled beer production
* balance: higher skill no longer changes amount produced in any workshop - just time to perform work
* balance: immigration event has been revamped to reflect the value of colonists to the player
* yield added to butcher corpse jobs (so they don't get cancelled forever in certain cases)
* foreign military units now reload like properly trained soldiers
* adjusted Foreign Military mission pathing to be less boring
* (most) starting items will now arrive pre-stacked
* redrew Bucket of Raw Opium icon
* fishpeople will now eat dead bandits
* butchered bandits will turn into skeletons
* added new jobs for mad characters including "Freak out in joy" and "Hug stranger"
Meat Pie

*"A freshly baked Meat Pie, it is hearty enough to fill the stomach - and heart - of any loyal Clockworkian."*

Meat Pie is a Food item that is produced at a Kitchen. It accepts as an ingredient meat from a number of sources, including Aurochs and Junglefowl, in addition to a Bag of Wheat Flour and Sugar. The meat may be in the form of either Raw Steak or Raw Bird. Not to be confused with Long Pork Pie.
Zones and constructions

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

**Zones and constructions** are various and sundry outdoor activities and constructables.

## Zones and Constructions

* Flatten Terrain
* Large Stockpile
* Small Stockpile
* Graveyard
* Airship Mast
* Construct High Gabion
* Construct Low Gabion
* Place Landmine
* Lamp (Small)
* Lamp (Medium)
* Lamp (Large)
* Plant Grass
* Plant Shrubbery
* Plant Flowers
Revision 41D

**Version chronology**

**External links**

* improved tooltips for workshops
* balance: Naturalist's office no longer requires iron plates, Laboratory uses copper plates instead of iron
* balance: overseer acquisition rate has been rebalanced based on player data
* FIXED: people getting stuck returning to civilization
* FIXED: kitchen gets stuck on an assignment
* FIXED: very small, fairly unlikely crash building buildings and then loading them afterwards
* FIXED: scripterror caused by vermin
* FIXED: dormant obeliskian hostility toggling
* FIXED: dead things very specifically can't become hostile now even if they try
* FIXED: favour redcoats won't be demoted to militia anymore
* FIXED: gabion deconstruction (and gabion deconstruction progress bar)
* FIXED: logs/bricks recovered from airshipmast & gabions now properly set to owned by player
* FIXED: planks were being calculated at 1/4 their intended economy value, slowing overseer acquisition
Stone Charcoal Kiln

The **Stone Charcoal Kiln** is a building module within the Metalworks, that is used to make charcoal from logs. Since the Rough Stone Blocks required to build the Stone Kiln are easier to acquire, early Metalworks will often use them. Over time, as the ability to produce metal plates and cogs develops, a new and improved Metalworks with larger kilns will often become more prominent in the Colonial Bureaucrat's Metalworks expansion plans.

## See also

* Brick Charcoal Kiln
* Iron Charcoal Kiln
New Sogwood

New Sogwood is the tropical starting colony location. It features massive swamps and plenty trees. It has plentiful of fungus that serves as a valuable source of food for a budding colony. It is not possible to make pies on this map, due to no Wheat, however Coconut Curry can be made to serve the same role as extremely nutritious item to quench the hunger of the colonists.

It is seen as the harder map because fishpeople raids are more frequent here as well as lesser availability of Logs. The latter is due to most of the trees being Palms or coconut palms. Palms does not give as much wood as for instance Tropical Broadleaf and the coconut palm does not give any at all.

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

All working colonists can be put into a **work crew**. Every work crew is lead by an overseer and will take name after that overseer. Work crews are the work horses of the colony and will take jobs for the whole crew to work on. Work crews can be assigned to workshops to perform tasks related to that workshop.

When a overseer dies, the remaining workers will end up in the top bar of the work crews tab and have a white question mark over their head. In this state they will only perform basic duties, like hauling. They can be assigned to another work crew any time, by using the +/- buttons as the relevant work crew.

A special kind of work crew is the military squad, which is either lead by a NCO or by a Militia NCO. Any regular overseer can be made into a militia NCO, by transforming the work crew with the conscript button. This will make the whole work crew turn into a brown-coated military squad that will pick up weapons and fight enemies like a regular squad.
Novorusian Empire

The **Novorusian Empire** (Novorus Imperiya) is a sovereign state ruled by the despotic Tzar of Novorus from the safety of his ever-travelling fortress-train.

As a colonial power they may have a presence near your own colony and will interact with it based on current diplomatic relations.

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

After building a Mine building with a Mineshaft module and assigning a work crew to the mine, the workers in the assigned work crew become Miners with a unique uniform. Currently, the Mine creates its own job list, so it will largely run itself, with the miners extracting ore, clay, stone, and 'weird' artifacts.
Stone Ceramics Kiln

A **Stone Ceramics Kiln** is a module intended for use in a Ceramics Workshop. Used by Work Crews to fire a Cube of Clay, producing Bricks. A good alternative to the Brick Ceramics Kiln, particularly early in the settlement history, as it does not requires Bricks in its construction.

## See also

* Brick Ceramics Kiln
* Iron Ceramics Kiln
Revision 36B

**Version chronology**

**External links**

* OPTIMIZATION: Rewrote all code for handling of static props to use flat arrays for cache efficiency
* Added line placer for clicking and dragging out gabions and other rows of elements
* FIXED: zone decals (farms, graveyards, roads, ???) now correctly render in screen space as volumetric decals, fixing the notorious "this farm is drawing incorrectly" error
* FIXED: people already in cults will no longer try to start even more cults even if inspired to do so
* fixed cloth production! (and flax straw icon in the make cloth job)
* cults will really build shrines again.
* cults will select their most hardcore member to be a new leader if their old leader dies
* a cult will end if all members are dead
* made fishguns unusable by humans (because they're terrible)
* allowing too many cult shrines to be built may trigger an investigation
* cultists will attempt to worship at cult shrines each night
* non-cultists witnessing cult worship will become upset
* cultists witnessing cult worship will become happy
* colonist's religion description string will update if they join a cult (as minion or leader)
* occult murder re-activated
* occult murderers won't flee from justice (they serve a higher law)
* eldritch transformations re-activated (in two flavours)
* cultists will be angered if their shrine is destroyed (by any means)
* shrines know what cult built them now
* shrines can be destroyed by damage sources
* too many cult shrines may trigger ministry investigation
* soldiers will destroy cult shrines if policy is set to persecute cults
* fixed mispelling of "fibrous" in Flax Straw description
* made cultists irrationally happy if they do cult things
* cults will request permission to build a shrine, allowing player to set cult policy (or not)
* added more character names
* added "how to use a workshop" contextual tutorial
* FIXED: non-firing events will now fire (the ones we want firing, anyway)
* FIXED: events w/o consequences (ie. many new memories made in response to player decisions)
* FIXED: macroscope alignment
* Added middle-class character skills:
	+ resource collection
	+ carpentry
	+ smithing,
	+ cooking
	+ science
	+ farming
	+ construction & repair
* skill-up system implemented on everything (but job time reduction based on skill not yet fully implemented - it's on workshop jobs, resource collection, and construction & repair so far.)
* added feedback for building demolition orders (clicking the button now closes the UI, reopening it shows an alert that it's slated for removal)
Raw Fruit

Raw Fruit is a category of ingredients mainly used to make Fruit Medley, ‏Cooked in the Kitchen

**Raw Berries/Fruit:**

* Bushel of Saskatoonberries
* Bushel of Lingonberries

Raw Berries can also be used to create Berry Preserves

**Raw Fruit:**

* Bushel of Grapes
* Bushel of Prickly Pear

Raw Fruit can also be used to make Refined Food.
Obeliskian Seal

*"A crude geometric stone object inscribed with strange runes."*

Artifact of unknown origin and mysterious nature. May be studied by a scientist in a laboratory equipped with a macroscope. Doing so will "give prestigious results" and add to the idol's tooltip: "This artifact has been studied, with prestigious results! It belongs in a museum!"
Training Academy

The training academy is a place to train your overseers in certain skills without having them to do menial jobs. It requires at least one bookshelf for each member of an overseer workforce and will produce one additional training if a fancy bookshelf is available increasing total skill gain by one third in comparison to normal bookshelfs.
It requires Paper Bundles gained from Stack of paper to work. The amount of training can also be doubled if Buckets of Ink are available.

The training academy can increase skills in these skill categories:

* Carpentry
* Naturalism
* Smithing
* Stoneworking
* Cooking
* Science
* Farming

People with the following traits will train differently :

### Modules

* Practical Door
* Bookshelf
* Fancy Bookshelf
* Fancy Window

### Decor

* Ornate Cabinet
* Upper Class Rug
Musket

Max range: | 15

A **musket** is a type of weapon used by soldiers and hunters. It can produce ranged and melee damage. Some muskets are supplied with your starting supplies, and more may be constructed at a Metalworks. They can be upgraded to a faster firing Carbine.

## Gallery

* The saddest musketeer.
* Two guns are better than one
Obeliskians

*The Idol Whispers: "Quag'garoth"*

The mysterious faction of Obeliskians haunts the frontier. The Obeliskians sleeping monolith under the earth. The colonists may awaken them from their slumber and suffer their wrath or discover their ominous artifacts. They are ordered into Assemblages and are often found near mining deposits. The very sight of them or their artifacts induces madness and fear in the insignificant colonists.

They were introduced in the Clockwork Empires teaser trailer where they are hinted to be summoned by the cult.
Sacrificial Dagger

Melee damage: | Slash (7)

A **Sacrifical Dagger** is a type of weapon used by cultists to do murder sprees. It can produce melee damage. They are obtained by cultists by praying at an Ominous Shrine that was previously constructed on the map.

## Gallery

* Oh, sweet Quaggaroth, doom my enemies to have their gibs splashed upon the ground...
Module

**Modules** are individual machines, workbenches, or furniture with a specific function, built inside buildings. Modules allow colonists to complete workshop assignments or perform specific functions inside a particular workshop; a Carpentry Workbench is needed to process logs into planks inside a Carpentry Workshop, for example, and cots are furniture necessary to allow sleep.

Most modules will only function inside their intended Workshops, although they may be attached to any building, and require one colonist to operate - modules constructed in inappropriate buildings will never be used. Thus, a Carpentry Workshop must have two Carpentry Workbenches to produces two units of Planks, simultaneously. Modules can be placed either during Workshop blueprinting, or attached after that building has been erected.

Modules may be rotated to face four different orientations by clicking the right-click mouse button with the module selected. One or more green circles indicates the locations a colonist can stand to operate the module - at least one of these spaces must be unobstructed, or it will not be possible to use the module.

Some modules may not be displayed in your game until unlocked through research.
Xenophobic

*" This character is absolutely sick of the Empire being overrun by foreigners. Can't even get a good cup of tea and a slice of Crimble like mother used to ferment/burn any more"*

Xenophobic is one of the character traits in Clockwork Empires.

## Effects

* Will dislike close association with foreigners.
* An extremely bad choice to run a Foreign Office
Naturalist

**Naturalists** are a character type in the game. Naturalists will also explore nature on their own and will sometimes find artifacts in clumps of grass, or 'discover' that regular boulders are in fact ore nodes. The player can also order them to explore a specific place via the "Explore" command.

They are also useful for finding locations of underground ore deposits, which may be extracted by a building a mine in that location.

Naturalists can be created by building a Naturalist's Office or one can be called in temporarily by using a favor.

* Discovery!
Overseer

The Overseer is the leader of a Work Crew, and is responsible for guiding, assisting, and overseeing the workers within the work crew in accomplishing jobs. An Overseer and their crew may also be assigned to a Workshop building, where they will manage the production in accordance with the demands of the Colonial Bureaucrat assigned to the colony. If they are not assigned to a workshop, the Overseer and their crew will perform 'outside' jobs: farming, foraging, hauling, hunting, and mining.

If the Overseer and their crew is conscripted from the 'Conscript' command, the Overseer will become a Militia NCO, with the work crew members becoming Militia Footsoldiers.

When the Immigration Event happens, the Colonial Ministry will give the option to receive one overseer instead of three random immigrants or refusing to take any additional colonists. If the Colonial Bureaucrat opts to take the three random immigrants, there is a chance one or more of them will be an overseer.
Revision 33A

**Version chronology**

**External links**

## Changelog for Clockwork Empires REV 33A

* FIXED: “make planks” job order crash
* FIXED: “wield firearm” requirement wasn’t fulfilling, messing up everything to do with using firearms in a subtle way
* correctly hooked up pumpkin pie icon
* successful cultist murder will increase cultist\_power
* made more jobs uninterruptable for gossiping (still trying to get the balance right)
* reduced character memories display to 8 from 10 (it overflowed the window)
* added a bunch of icons for buildings & modules, fixed lots of icons for buildings & modules
* gunfire, explosions, and combat will now wake people up
* military training now gives a bonus to all damage dealt
* bandits: reduced change to spawn armoured bandit (50% rather than 100%)
* bandits will now prioritize better commodities (especially hard liquor) (Thanks Samut. Again.)
* balance: bandits won’t attack on day 1, can only attack with min. numbers on day 2 ; increased bandit timer
* balance: Bandits given less desire to shoot fleeing targets, more desire to shoot military targets
* added bolts of cloth to starting loadout; beds now require cloth
* fixed up “return to civilization” job (w/ some backend to detect civ at start position)
* converted food to only qualitative system of 1 food/day rather than a quantitative nutrition value system
* changed descriptions of food to reflect this
* hunters now target the closest animal and shouldn’t switch targets randomly anymore
* “Burial” job balanced slightly to be less appealing, especially if the corpse is far away. Won’t be done by military (to fix NCO death/burial/replacement cycle)
* balance: whether it is night or not now affects a lot of character jobs & behaviours
* extended a game day/night cycle from 6 to 8 minutes. Day/night is now 3:1 rather than 5:1
* made night slightly lighter (so you can see better)
* added “confession” job
* added melee version of frontier justice job for military
* added a faster item drop triggered when enemy is nearby
* fleeing/fighting requires no item in hand (uses faster item drop)
* added placeholders for new buildings (barracks)
* added textiles workshop & jobs
* added flax plants as valid crop to both biomes
* experimental fix for build grid rendering problems on NVIDIA GeForce GTX 275
Revision 41A

**Version chronology**

**External links**

**Revision 41A** was pushed to the default and experimental branches as a hotfix to address issues with Revision 41.

## Changes

* added higher priority version of beetle-squishing for farmers
* moved numerical information on world map over to binary files inside save packet; makes saves faster/better
* FIXED: crash caused by runaway iterator in AI preference code
* FIXED: infinite loop cancelling assignment jobs
* FIXED: foraging requires day to do now
* FIXED: soldiers will now actually shoot back against hostile foreigners
* FIXED: a bunch of events didn't push hostility/neutrality/friendly states correctly
* FIXED: fishpeople group will be tagged hostile upon choosing to "shoot them all"
* FIXED: increased ravenous herd hunger so they dont have to get hungrier before eating your crops
* FIXED: animals should be tagged with proper hostility flags
* FIXED: bandit plundering
* FIXED: various issues with bandit gang retreating
* FIXED: rare scripterror in Fishperson Butchery Crisis
Lacquer Plant

*The sap of this tree can be used to produce lacquer for high-quality wood products."*

A Lacquer Plant cannot be chopped down for logs, however Bucket of Lacquer can be gathered by creating a forage job on the plant .

Lacquer Plant can also be grown on a domestic Crop field

## Gallery

* Bucket of Lacquer just gathered from a Lacquer Plant in the tropical rainforests.

* Bucket of Lacquer in storage area.
Macroscope

The **Macroscope** is a large visual apparatus that can be installed in a Laboratory workshop. The module allows Researchers and Lab Assistants to research Artifacts that have been discovered and retrieved from the wilderness, with various results. Research may increase a colony's Prestige, or it may hasten a colonist's descent into Fishpersonhood.

## References

1. ↑ Clockwork Empires December Update: Amon's Eldritch Transformation
Metalworks

The **Metalworks** is a multipurpose workshop that your colonists use to create materials and weapons for your colony. Here they can smelt the ingots from the ore, smith pipes, plates and cogs, produce ammo and various metal products from workbenches to weapons.

## Workbenches

* Stone Smelting Crucible - refines metals from ores.
* Iron Smelting Crucible - refines metals from ores in batches.
* Brick Charcoal Kiln - produces charcoal from wood.
* Iron Charcoal Kiln - produces charcoal from wood.
* Industrial Charcoal Kiln - produces charcoal very efficiently.
* Smithing Forge - produces metal materials, tools and weapons.
* Power Stamper - produces metal plates in bulk.
* Power Lathe - produces metal pipes in bulk.
* Grinder - produces simple goods from unwanted raw materials.
* Assembly Workbench - produces modules and trade products.
* Decor Workbench - used to craft Bric-a-brac and Decor.
* Advanced Workbench - combines functions of all workbenches

## Modules

* Simple Door
* Loading Bay door
* Simple Open Window
* Simple Closed Window

## Decor

Metalworks can be decorated with a common range of items (stained glass windows, shrines, clothes lines, rugs, carpets), with clay pots and practical cabinets. No wood/stone plinths are available.

Additionally you can place Steam Radiator into Metalworks.
Obeliskian Servitor

A mysterious floating creature, created by the death of a Cultist. In appearance, a floating, black six-sided cube with four glowing green eyes and trailing tentacles. Very tough opponents, Obeliskians are armoured, and possess much greater health than Fishmen or wildlife. They will pursue your colonists and attack them with their tentacles. Slain Obeliskian Servitors may be butchered to yield up stone blocks.
Staunch Traditionalist

*" This person is more likely to become unhappy when people around him act outside of the best traditions and customs of the Clockwork Empires. Stiff upper lip and all that, Wot?"*

Staunch Traditionalist is one of the character traits in Clockwork Empires.

## Effects

* Becomes upset when not given anything to do.
* May dislike close association with foreigners.
Starting Supplies

When founding a new colony at a Colony Location the The Empire will give some supplies to help the flegling colony and its inhabitants. These supplies will consist of weapons, building materials and food and are sent by parachute at the start of the game.

The starting supplies are constant, except for weapons that are pseudorandom within a specific range of each eligible item.

## List of Starting Supplies

Weapons work differently, where there is 6-10 items, each with a chance of getting picked for each item dropped.

 Crate of Combat Supplies | 25%
Resource

**Resources** are everything that can be harvested in some way on the map via mining, foraging, or hunting and the immediate form after harvesting such as Cube of Clay or Bushel of Lingonberries. These items are paramount in establishing a colony as they can provide building and crafting materials as well as food.

## List of harvestable resources

### Foraged resources

* Aurochs Bones
* Black Cup Fungus
* Coconut Palm
* Exotic Caviar
* Lacquer Plant
* Lingonberry Bush
* Orange Cup Fungus
* Saskatoonberry Bush
* White Cup Fungus
* Wild Grapevine

### Mined resources

* Clay Node
* Chalk Node
* Gold Node
* Hematite Node
* Malachite Node
* Rhyolite Boulder
* Sand Dune
* Sphalerite Node
* Sulphur Node

### Other resources

* Bandit Tent
* Trees
Mechanical Republic

The **Mechanical Republic** (Republique Mechanique) is a sovereign state and world power. Egalitarian and revolutionary, the republic is led by a complex thinking machine known as L'auto-Dictateur.

As a colonial power they may have a presence near your own colony and will interact with it based on current diplomatic relations.

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

**Rhyolite Boulders** are a type of surface nodes and a source of rhyolite stone.Rhyolite boulders can be mined to produce rough stone blocks. Rough stone blocks are needed in the construction of many things such as ovens and smelting crucibles. Occasionally a colonist may discover an artifact while mining.

*This article is a stub. You can help Clockwork Empires Wiki by expanding it.*
Revision 39C

**Version chronology**

**External links**

* moved assignment system over to flat arrays (this makes everything more stable, better, faster, stronger)
* added new icons for Xenophobe, Brutish traits
* made ingot textures shinier
* balance: weighted mine output slightly more toward ores, if available
* balance: fewer foreign troops will show up early in game (& now require it be daytime to arrive)
* colonists w/ certain traits can now object to fishpeople status quo & propose alternate policies
* cults now form with a specific object of worship ("theme") based on eldritch interactions & personality of cult leader
* farms now output harvest in stack rather than two individual units
* added some new social jobs for people experiencing Madness
* balance: Deathwurms are now shoved further
* FIXED: foreign military units will fight back against Obeliskians
* FIXED: foragables (ie. Coconut Palms) can be cleared from any state of harvest
* FIXED: Stahlmarkians given correct uniforms
* FIXED: upper class should no longer bury corpses (it's beneath them)
* FIXED: confessions are no longer a hollow charade
* FIXED: vicars no longer preach from unfinished altars
* FIXED: "sleep due to sadness" now requires a character be sad (AND is now weighted correctly)
* FIXED: demolishing a farm zone does not correctly clear the farm assignment
* FIXED: workshop job counter not incrementing correctly for "Finish Production" jobs (in 39B)
* FIXED: workshop job ordering buttons (in 39B)
* FIXED: stockpile deletion crash
Prickly Pear Field

Harvest output: | 28 units

Prickly Pear Field is a crop field. When harvested, it produces Bushel of Prickly Pear. Prickly Pear can be processed by colonists in a Kitchen, provided the kitchen has an Oven.

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

## Gallery

* Prickly pear field at early season.
* Prickly pear field at harvest time.
Peat

*"A standard fuel, peat dug from peat bogs may be burned in ovens, kilns, furnaces and boilers"*

**Peat** is a resource that is currently made in a Mine, however it is likely just a temporary solution until an actual Peat Bog is implemented in the game as a such is mentioned in the description. It can be used as a fuel in the Metalworks.