recursal/Fanatic-Fandom huggingface dataset:
Hulfirdum Army

Years active
 Allegiance
 Headquarters
 Primary goal
 Motto

## Demographics

The Hulfirdum army is primarily made up of Ulfhedinn males with small numbers of other races and Ulfhedinn females spread throughout its ranks. Due to the expectation of Ulfhedinn being taught how to fight at an early age, there is no formal combat training. The entry trial for the army is simple: Recruits are pit against eachother in sparring matchs. The Jarl and the Hersir observe these fights and select those whom they believe are ready to stand gainst the Dark Republic. No one is officially discouraged from joining, but the Jarl and many of the Hersir do what they can to ensure that only Ulfhedinn are accepted.

## Beliefs

All recruits understand that the purpose of the Hulfirdum Army is to expand the borders of the Hulfirdum territories and bring the fighting to the Dark Republic; defense of the territories is left up to individual city militias. Haelvrigen paganism is at the core of the army, with many soldiers and most of the officers being followers. Other faiths are accepted, but followers are often mistrusted by officers.

## Other

The army offers no standard uniform so each soldier must supply their own weaponry and armor.
Hulfirdum Army Insignia
High Security Laboratory

*Game: Anno 2205*

The **High Security Laboratory** is a Public Building found in the Arctic region. This building produces secrecy which is a tier 2 Need of the Arctic Population. The High Security Laboratory is unlocked when the arctic population reaches 3,000 scientists.

The placement of this building will be more useful if near residences. At a minimum the community center will provide 10 "secrecy supply".

Unlike a Production Building in the Arctic, a public building does not count as a Heat Source.
Inariko

Realm
 Religious Affiliation
 Embodiment

## Religious Affiliations

Those who worship Inariko are known as Inariko Messengers. Mainly kitsune's worship her as their matron deity and guardian. They have built temples for her and have their own prayers for her which they have compiled into their own book known as "The Kokaji". Inariko Messengers pray to her for wisdom, speed and the warding off of evil spirits or demons. High ranking individuals who have studied and preach in the Inariko Temples are known as " Shahmun ". There is one Shahmun per clan. They are leaders of Inariko Messengers and are said to be capable of speaking directly to Inariko herself when in deep meditation. Shahmun also specialize in exorcising demons, creating barriers and items that ward off evil spirits and are sought after for their wisdom. Shahmun rarely shift into human form and are mostly seen in their Kitsune-Humanoid or True Kitsune forms.

## Divine Identity/Embodiment

Wisdom and Protection. Inariko is said to be a daughter of Yggdrasil and mother to the kitsune race. Inariko is mischevious and playful yet possesses envied intelligence and wisdom.

## Description

Matron Deity, " Inariko" , is depicted as a nine tailed, gold, fox spirit. The five kitsune clans have temples erected in her name to worship her.
Turrogoth Highway

Compass direction
 Population
 Diversity
 Languages
 Government

The Turrogoth Highway is a massive bridge and commemoration to the impressive architectural capabilities of the Dark Republic's army and their treaty with the dwarves. The highway stretches an impressive couple of hundred of miles over the under-lands next to the Ar'un mountain range. It is a safe passage from the Fallow's terrible atmosphere and environment to the rest of the continent, allowing bypasses of the foul wildlife as well as evil miasma and undead that litter the lands of the fallow. It also cuts travel time for the army significantly. Every few miles along the highway is a tower stationed on the edge occupied by sentries. The communications between the towers is set up through a torch system to complex to explain. The bridge almost always has Legion forces roaming it, either to or fro.
The Kingdom of Oraic

Compass direction
 Population
 Diversity
 Languages
 Government

The neighboring Kingdom to the south of Hayth. This is the kingdom of the dark elves. Upon King Zahar’s death, Oraic was the first plot of land Hayth began to take in the expansion of their kingdom. Hayth was once a large kingdom, housing both the light and dark elves. They lived in peace and unison for centuries. Then one Dark elf grew greedy and did something that would divide the once whole race. Wanting the throne to belong to a family of the Dark elves, the leader of the Drow hired a team of assassins to kill the royal family. The king's two brothers and the queen were murdered that night. Fortunately, the assailants were caught before they reached King Zahar and his newborn child. This act of treason sparked a brief war, splitting the kingdom between light and dark. In the end, the light elves won. As punishment for their actions, the King shunned the Dark elves from the kingdom. For 200 years, the dark elves have lived in a land that remains in constant darkness. The Darkness would forever remind the dark elves of their dark deeds. This land became the Kingdom of Oraic. The disappearance of the princess gives the appearance that the once strong Hayth is becoming unstable. Their expansion into Oraic territory has stirred the Oraicians, putting the two lands at the brink of war once more.
Katariana

Realm
 Religious Affiliation
 Embodiment

## Religious Affiliation(s)

There are no particular religions associated with her. In more ancient times the early Alician religion saw her as a prevalent goddess, but as time goes on she is steadily forgotten.

## Description

The goddess who has given the "Katari Kiss" to the well-known Katari humans. She is often depicted as a young woman with an angelic beauty. She is often depicted as an angel like figure that is a follower of Aliac. Some people depict her as his daughter, other legends say this is his younger sister. Regardless, she is not a widely known goddess.
Lesser Basilisk

Home Ground
 Intellect
 Traits

## Habitat and Ecology

The nest mostly around inland bodies of water (lakes, streams). They are highly territorial. Typically, one male will maintain a harem of about five females within a given range.

## Physical Description

Short, wide, and amphibious with a ridge of fins running the length of their backs. They have large claws and three sets of legs.

## Natural Abilities

Lesser basilisk possess a nasty bite and the ability to fossilize prey through stare.
MODS & CREATORS

## Koko the Boss

*Creator of Legends and Fortune*

Hey peeps! Welcome to Legends and Fortune: Regrowth. I’m Koko, Kokes, Kokonuts, Koko puffs, Kokaine, whatever you want to call me. I founded Legends and Fortune and pretty much watched Porker Berry expand it into a beautiful and handcrafted piece of art with the help of the proceeding mods. I make sure things fit with the storyline, crack the whip when others aren’t active or misbehaving in IC or OOC and keep things moving as best as a head poncho can. Enjoy the rp and have fun with it!

## Ultimate Werewolf

*Head of Graphics & Character Management*

Hello you all! Creating congruence can describe my job here. I am in charge of all of the graphics. I make sure that all of Legend & Fortune has a consistency in branding, aesthetics, and storyline. I am very hot-headed and opinionated, with a strong passion for storytelling. I look forward to connecting with past rpers and meeting new ones in this vast, ever-changing rp! <3

## Tom\_Suke

*Activity Monitor & Conflict Resolution*

Tom\_Suke is one of the newer moderators, but has quite the experience from previous roleplays and knows what to do. She literally has no life and is online every day (what a nerd), so feel free to message her any questions or disputes, and she will get back to you ASAP with the perfect remedy. If it's something she can't answer, she'll let you know and seek out one of the others, and get back to you promptly. She's also in charge of mediating disputes and concerns within the rp and helping Koko the Boss organize the threads and answer pm's.

## Redstar Galaxy

   *Lore Monitor & World Builder*

Redstar is tasked with ensuring the realism of and adherence to lore. He enjoys sleeping, daydreaming, eating tasty fruits and wandering through old growth forests--he's just your run-of-the-mill nature spirit. As such, you can pray to him if you want but if you expect to get something out of it, then don't skimp on the offerings.

## Kaijirai

*Mechanics & Character Abilities*

Kai is the resident do nothing of the moderation bunch. He will pretty much sit around on the computer and watch you ask questions and laugh at you while he wastes your time. He has no responsibilities except for being a presence that simply takes up bandwidth. On the rare occasion that he does decide to do something and bless you with a bit of his effort, feel free to either go back and do what he did over, or PM another mod to do the same exact thing because he probably did it wrong.... On purpose.
Lunar

*An alien, empty landscape made of endless hills and valleys. But even in an environment as hostile as the Moon, humanity has a chance to thrive. Craters offer a protection against cosmic radiation and meteorite impact, allowing humans to build colonies there. - Ubisoft Website*

## Sectors

### Iwamoto Crater

*Meteoroid crashes created these three deformed craters, collectively labeled Iwamoto Crater. Aside from their inherent mining opportunities, it is the resources waiting inside the scattered fallen stars, that draw colonists here.*

61,000 Acres, 24 crater sites

Project: Rare Materials

???

### Mare Relictum

*Forming an almost perfect circle pierced by a lone mountain, the Mare Relictum is a breath-taking natural formation. Strong voices are calling its opening to the paying public.*

53,800 Acres, 16 crater sites

Project: Ornamentals

*Create and supply the biggest tourist attraction in outer space*

### Novikov Crater

The Novikov Crater lies encased by lunar hulls, with a slightly smaller sister crater just next to it. Cleaved by a deep crack, it is tricky to navigate, but offers generous settling space for whoever seeks a new home.

59,800 Acros, 20 crater sites

Project: Workforce

*Provide shelter for refugees of the lunar conflict to earn helping hands*
Mournfang

Home Ground
 Traits

## Habitat and Ecology

They are found mostly in the Northern mountains but they have been known to roam for food to surrounding areas. Very common in the area around the Mountains of Mourn.

## Physical Description

These creatures look like a cross between a tiger and a warthog and stand at about 6 feet tall on all fours. They generally weigh around 700 lbs. Their fur can range from white to reddish brown though those found in the mountains tend toward white fur.

## Natural Abilities

Commendable strength and decent dexterity, these creatures can carry heavy loads. They are often used as beasts of burden by ogres clans.
Community Center

*Game: Anno 2205*

The **Community Center** is a Public Building found in the Arctic region. This building produces community which is a tier 1 Need of the Arctic Population. The Community Center is unlocked when the arctic population reaches 150 protectors.

The placement of this building will be more useful if near residences. At a minimum the community center will provide 5 "community supply"

Unlike a Production Building in the Arctic, a public building does not count as being a Heat Source.
Ice Elves

Known to the world as Snow Elves, Ice Elves [ Term mainly used for frost elves living in Icehurst. The largest population of the frost elf] , and Frost Elves [Most commonly used name].

 Home Ground
 General Alignment

## Physical Characteristics

They're a smaller type of elves, generally a head smaller than the average human, with an athletic build and long pointy ears. Their pale skin sometimes carries a bluish tint, their hair and eyes are typically blond, dark brown or black.

## Culture

Ice Elves can be found in the north and other cold, icy places, mostly near or on mountains. They usually live a nomadic tribe life of groups ranging from 10 to 20 people in one tribe. In summer they find places near water for fishing and some tribes have one particular place where they built wooden huts. It's these tribes that have some crops planted, mostly potatoes and other plants that can survive harsh winters. They use animal skins for clothing and make jewelry from the bones. They believe that you need to use everything of an animal if you kill it so that nothing goes to waste. The ice elves usually worship Izotz and around the winter solstice, they hold a festival to honor him. This festival is very intimate, with tribes sharing a meal together, making sacrifices, singing and dancing.

## Abilities

Ice elves are highly resistant to cold and can endure temperatures up to °C -30. This is so they can more easily survive in their natural habitat. They have very weak Blue magic because magical ability was not as important in their habitat as being able to survive the cold. While in the past the arcane abilities were stronger, later generations had only minor abilities left. However, at the same time, these elves became more and more resistant to the cold. The ice elves have keen senses, meaning they can hear and see better than the average human, an ability they need for hunting. Generally, the ones who have stronger magical abilities, don't have keen senses and those with really keen senses have very little to no magical abilities. Every once in a while a child with an affinity for magic is born, these children are labeled as witches in their society and often sought out by a patron who grants them more power or sent off to a place where they can study arcane magic or practice hereditary abilities.

## Weaknesses

Elves (regardless of the subrace or variety) are homogenous peoples. As such, they possess little to know genetic diversity and are thus extraordinarily vulnerable to disease.
TECHNOLOGY

## Legend & Fortune: Regrowth

### Air Ships

In the past they were used for mass travel but are now used to transport large cargo and equipment to and from the front lines. There are only a small amount of manufactured airships ever since the empire has decided to save on its resources and allocate most of it towards the war.

### Trains

Small vehicles that cannot hold many passengers. Due to the war, the expansion of the trains have not been made. There are some tracks spread throughout the lands in odd places and can get travelers from some towns to towns.

### Boats, Sails, Ships

There are many rivers that cut throughout the empire. Citizens take advantage of this natural resource by traveling with boats. Paid water and wind mages can make the transportation via ship quicker and easier.

### Other

Flying creatures can hold varying amounts of passengers depending on their size and species. Look to the Lore page for more information. These beasts are more accessible and abundant than trains and airships.
Druidic Circle

Years active
 Allegiance
 Alignment
 Headquarters
 Primary goal
 Motto

Acolytes are selected by Druids for conscription to the Circle. They are often chosen as children on the brink of adolescence. While there is no limit to how long one can remain an acolyte, most attempt the *Trial of Nature* after their third or fourth year of life in the Circle. Completion of the trial results in promotion to Druid status, while failure brings a retention of the acolyte rank.

## Location

The Circle has no official gathering place. When meetings are deemed necessary, the Arch-druid and the two Keepers decide where such shall be held; however, as its name suggests, this particular Circle operates within Lionsdale Empire.

## Demographics

An *acolyte* is chosen by a druid from hopefuls who wish themselves to learn the art of druidry. While these acolytes can be of any race or gender, they are always children just before their teen or adolescent years. Each acolyte is personally trained by a single druid mentor and takes the *Trial of the Nature* upon successful completion of their training, as is determined by said mentor. Keepers (of Lore and Magic) are lifelong commitments; these individuals are hand-chosen by the Archdruid him or herself. The Archdruid is elected by popular vote amongst all druids. When one becomes an acolyte they are not permitted to leave the Circle and it is forbidden for druids to teach anyone who is not of the Circle.

## Beliefs

All members of the Circle believe in preserving the natural world from anything that would threaten its continued existence; be it demons, humans or anything else. The Druidic Circle members are protectors of the nature and all that it entails.
Tower of Eternus

Compass direction
 Population
 Diversity
 Languages

This tower is fabled to exist as both a portal to the underworld and that which lies beyond the clouds. No one knows with certainty if the spire is real due to a magical seal which forever enshrouds the waters around it in an ethereal fog that obscures all within it, to the point of making navigation near impossible. The vengeful spirits of the underworld are said to haunt its floors searching for a way out.
Molybdenum Mine

*Game: Anno 2205*

 The **Molybdenum Mine** is a Production Building found in the Arctic region. This building produces Molybdenum which is used by various production chains. Molybdenum Mine is unlocked when the arctic population reaches 1 Protectors. This building also requires a Mountain Building Site to be built.

Like all production buildings in the Arctic:

* Heat is a by-product, which is a tier 1 Need for the arctic population.
* The further from a Transportation Center the higher the logistic costs.

## Modules

### Production

+50% maintenance

*A maximum of 2 Coated Drillheads can be added.*

### Maintenance

 Accumulator Unit
 Storage Depot

*A maximum of 5 maintenance modules can be added.*

*There are empowered maintenance modules available through The Council.*
Rice Farm

The **Rice Farm** is a production building found in the Temperate region. This building produces Organic Food, which is a tier 1 Need of the temperate Population.

On Production Layouts you can find the most efficient placement and layouts for this building. As with all factories, the further from a Transportation Center the higher the logistic costs.

## Modules

### Production

+90% maintenance

*A maximum of 4* Rice Field*s can be added.*

### Maintenance

 Accumulator Unit
 Storage Depot

*A maximum of 5 maintenance modules can be added.*

*There are empowered maintenance modules available through The Council.*
Caelndi

Compass direction
 Population
 Diversity
 Languages
 Government

Traditional High Elves who live in the city keep to their roots and historical religion, called Jayluism. The religion dictates certain rituals and rites that are connected to their spiritual beliefs along with the natural flow of the world. They do not eat meat and derive their nutrition from other food sources such as nuts, grains, vegetables. The city lands have been anointed as sacred and holy even before the construction of its walls as said by their historical scrolls and depiction of deities blessing the land during the birth of creation. Certain trees and fruits are only found growing around this area, each of them treasured and protected by the city due to the certain properties of the verdure. Some trees and fruits can heal, others destroy, thus they are guarded and sanctioned for protection by the city. Members of the city rarely leave its borders and discourage intermingling with the affairs of the outside world as most of the race already has. However, they have sent troops to aid the empire on the front lines and are to be 'cleansed' upon return. They consider themselves 'pure bloods' compared to their other cousins who have decided to mix with the rest of the empire. While they do not promote inter-racial relationships, they do believe in world balance. Thus many of its citizens are affiliated with the Hex Guild. Power resides in elected individuals representing the main body and the leaders exercise power according to the rule of law. Within the city limits, it is against their law to spill blood or even unsheathe a blade- the perpetrator(s), given due process will most likely be jailed. Outsiders are not liked on the grounds but will be respected as is their custom to be polite.
Feldspar Quarry

The **Feldspar Quarry** is resource gathering building that is found in the temperate region. It produces Nano Ceramics that is used in various production chains. The Feldspar Quarry is unlocked when the temperate population upgrades to Operators.

The Feldspar Quarry needs a Mountain Building Site to be built.

As with all factories, the further from a Transportation Center the higher the logistic costs.

## Modules

### Production

+50% maintenance

*A maximum of 2* Feldspar Crusher*s can be added.*

### Maintenance

 Accumulator Unit
 Storage Depot

*A maximum of 5 maintenance modules can be added.*

*There are empowered maintenance modules available through The Council.*
Space Station

The **Space Station** is the structure seen in space on the Strategy Map.

## World Market

*See World Market for full details.*

Form the World Market you can establish trade routes to buy or sell Goods.

## Assignment Center

*See Campaign for list of quests.*

From the assignment center you have an overview of the campaign missions that revolve around the Lunar Licensing Program. Your assistant in the assignment center is Sam Beaumont.

## Docks

*See Docks for full details.*

From the docks you have an overview of your Fleet, as well as displaying your current Military Level. Your assistant in the Docks is John Rafferty.

## External Resources

See Anno 2205: Asteroid Miner for full details

From the external resources window you can retrieve resources collected in the Andoid/iOS game.

## The Council

*See The Council for full details.*

From The Council window you can vote for the various Corporations which will earn you powerful modules and sometimes rare resources.
Building Layouts

The game is new, building layouts are still in the making!

These are layouts that are viable for the Temperate sectors.

## Arctic Building Layouts

These are layouts that are viable for the Arctic sectors. Please note that since housing and production are codependent in the Arctic, there will be overlap in these models.

## Lunar Building Layouts

These are layouts that are viable for the Lunar sectors.
Biopolymer Factory

The **Biopolymer Factory** is a production building found in the Temperate region. This building produces Biopolymers, and requires Bioresin from the Sunflower Farm to operate.

The biopolymers are one of the basic resources used for constructing and upgrading most Temperate buildings. The Biopolymer Factory is unlocked at default.

On Production Layouts you can find the most efficient placement and layouts for this building. As with all factories, the further from a Transportation Center the higher the logistic costs.

## Modules

### Production

+25% maintenance

*A maximum of 4* Biopolymer Basins *can be added.*

### Maintenance

 Accumulator Unit
 Storage Depot

*A maximum of 5 maintenance modules can be added.*

*There are empowered maintenance modules available through The Council.*
Anno Wikia

<hero description="The collective information of all the games in the Anno series. From the first release of Anno 1602 to the recently released Anno 2205, it can be found here!" imagename="" cropposition=""></hero>Welcome to the Anno Wikia

The collective information of all the games in the Anno series. From the first release of Anno 1602 to the recently released Anno 2205, it can be found here!

Anno is a real-time strategy video game series with business simulation and city building elements. It involves colony building and resource management on a series of islands of sectors. It includes aspects of exploration, combat, diplomacy and trade. It is developed by various developers and currently published by Ubisoft.

## Which games will be covered

#### **Main Series**

* Anno 1602 *[released 1998]*
* Anno 1503 *[released 2003]*
* Anno 1701 *[released 2006]*
	+ Anno 1701: The Sunken Dragon *[released 2007]*
* Anno 1404 *[released 2009]*
	+ Anno 1404: Venice *[released 2009]*
* Anno 2070 *[released 2011]*
	+ Anno 2070: Deep Ocean *[released 2012]*
* Anno 2205 *[released 2015]*

#### **Spin-offs**

* Anno 1701: Dawn of Discovery *[released 2007] (Nintendo DS)*
* Anno: Create a New World *[released 2009] (Wii / Nintendo DS)*
* Anno Online *[released 2013] (web browser / Steam)*
* Anno: Build an Empire *[released 2015] (Android / iOS)*
* Anno 2205: Asteroid Miner *[released 2015] (Android / iOS)*

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.
Neuro-Module Factory

*Game: Anno 2205*

The **Neuro-Module Factory** is a Production Building found in the Arctic region. This building produces Neuro Implants, and requires Molybdenum from the Molybdenum Mine to operate. The Neuro-Module Factory is unlocked when the arctic Population reaches 75 Protectors.

Like all production buildings in the Arctic:

* Heat is a by-product, which is a tier 1 Need for the arctic population.
* The further from a Transportation Center the higher the logistic costs.

## Modules

### Production

+75% maintenance

*A maximum of 6 Neuro-Module Complexes can be added.*

### Maintenance

 Accumulator Unit
 Storage Depot

*A maximum of 5 maintenance modules can be added.*

*There are empowered maintenance modules available through The Council.*
Microfabrication Hall

The **Microfabrication Hall**is a Production Building found in the Temperate region. This building produces Microchips and requires Silicon from the Silicon Mine to operate. The microchips are further used in various production chains. The Microfabrication Hall unlocked when the temperate Population reaches 10,000 Executives.

On Production Layouts you can find the most efficient placement and layouts for this building. As with all factories, the further from a Transportation Center the higher the logistic costs.

## Modules

### Production

+40% maintenance

*A maximum of 6* Sterile Chambers *can be added.*

### Maintenance

 Accumulator Unit
 Storage Depot

*A maximum of 5 maintenance modules can be added.*

*There are empowered maintenance modules available through The Council.*
Aliac

Realm
 Religious Affiliation
 Embodiment

## Religious Affiliation

The Alician faith is the most predominant in all of Lionsdale. They preach of Aliac, the hero who ascended to divinity and who protects all of human-kind. Although their intentions are often good, they see Aliac as the most important god and shun many other religions and the beings they worship.

## Divine Identity/Embodiment

Aliac was once a human as the tales are told. Through his own devices, Aliac defended the people of Lionsdale before the kingdom ever was established. He was a hero, and will forever be the hero's patron. At the peak of his power, Aliac found a way to open up the gates to "heaven" or what is known as the Astral Plane. This is where most celestial beings reside, and he was able to tap into their power; thus creating the first Holy Magic. After his ascension, Aliac watched over his kind from the heavens and is said to still guide the human race with a gently hand from beyond the veil.

## Description

A young adventurer. Often depicted with long golden hair and blue eyes and fair skin. There are many statues of him throughout Lionsdale, and his likeliness is said to be accurate. His true appearance is not actually known, though.

Other depictions show him as a powerful angel, often creating a sword with his right hand.
Diamond Mine

The **Diamond Mine** is Production Building that is found in the Temperate region. It produces Diamonds that is used in various production chains. The Diamond Mine is unlocked when the temperate Population reaches 10,000 Investors.

The Diamond Mine needs a Mountain Building Site to be built. As with all factories, the further from a Transportation Center the higher the logistic costs.

## Modules

### Production

+50% maintenance

*A maximum of 2* Disk Saws *can be added.*

### Maintenance

 Accumulator Unit
 Storage Depot

*A maximum of 5 maintenance modules can be added.*

*There are empowered maintenance modules available through The Council.*
Temperate

*These islands with vast plains and beautiful sceneries are rich in mineral resources. The perfect environment to establish a spaceport and a base of operations. - Ubisoft Website*

The starting point of your corporation, large green spaces provide grounds to build massive cities.

## Sectors

### Walbruck Basin

With one remote island and several large islands, Walbruck Basin is rich in mineral resources and provides ample room for settlement. The basin is known for its defunct dam, which fell into ruin decades ago.

64,000 acres, 17 mountain sites, 24 coastal sites

Sector project: Energy

Rebuilt "ancient" Hydro-Dam (with impossible, maybe erroneous drainage) to provide additional energy in this area.

### Cape Ambar

*Cape Ambar* *is a cluster of islands, allowing easy access to the many riches of the sea. Rumor has it lost technologies lie just beneath the surface.*

 56,100 acres, 14 mountain sites, 32 coastal sites

Sector project: Graphene

*Lift a sunken Ark from the sea and recover rare materials from its interior*

### Viridian Coves

*A small, hardly colonizable island is the gate to the vast plains of Viridian Coves. The beautiful scenery is the site of Global Union's latest prestige project.*

97,800 acres, 13 mountain sites, 27 coastal sites

Sector project: Ornamentals

*Erect a statue to celebrate your corporation*
Geothermal Turbines

*Game: Anno 2205*

The **Geothermal Turbines** are an Energy Producer found in the Arctic region. It generates Energy that is needed by nearly all buildings to function. The Geothermal Turbines are unlocked when the arctic Population reaches 25 protectors.

As with almost all energy producers, the Geothermal Turbines does not need logistics from the Transportation Center. and like all energy producers in the Arctic, Heat is a by-product, which is a tier 1 Need for the arctic population. The heat from an energy producer has a significantly larger radius than regular production buildings.

## Modules

### Production

+50% maintenance

*A maximum of 4 Heat Exchangers can be added.*

### Maintenance

 Finance Calculator

*A maximum of 5 maintenance modules can be added.*

*There are empowered maintenance modules available through The Council.*
Flax Plantation

The **Flax Plantation** is a Production Building found in the Temperate region. This building produces Flax Fibers which is used by various production chains. The Flax Plantation is unlocked when the temperate Population reaches 10,000 Executives.

On Production Layouts you can find the most efficient placement and layouts for this building. As with all factories, the further from a Transportation Center the higher the logistic costs.

## Modules

### Production

+20% maintenance

*A maximum of 4 Flax Planters* *can be added.*

### Maintenance

 Accumulator Unit
 Storage Depot

*A maximum of 5 maintenance modules can be added.*

*There are empowered maintenance modules available through The Council*
Residential Complex

**Tier 3**: 6 , 3  4

G*ame: Anno 2205*

See also Population

The Residential Complex is the larger version of the Residence. It can only be constructed in the temperate sectors and is on of the basic building block for cities.

The tax income for a Residential Complex is slightly higher than a Residence. The tier 1 residential complex generates a maximum 59 credits, whereas 4 residence taking up the same space only generate 56 credits.

## Population Tiers

The Residential Complex will start out as a building for workers, it can be upgraded to house Operators, Executives and Investors.

#### Workers

Max Inhabitants: 20

Max Workforce Provided: 20

Max Revenue: 59 credits/min

#### Operators

Max Inhabitants: 100

Max Workforce Provided: 70

Max Revenue: 178 credits/min

#### Executives

Max Inhabitants: 500

Max Workforce Provided: 174

Max Revenue: 893 credits/min

#### Investors

Max Inhabitants: 2500

Max Workforce Provided: 437

Max Revenue: 3735 credits/min
Security Department

The **Security Department** is a Public Building found in the Temperate region. This building produces security which is a tier 2 Need of the temperate Population.

The placement of this building will be more useful if near residences. At a minimum the Security Department will provide 10 "security supply"
Nano-Cutting Unit

The **Nano-Cutting Unit** is a Production Building found in the Temperate region. This building produces Multispec Prisms and requires Diamonds and Rare Earth Elements to operate. The Nano-Cutting Unit is unlocked when the temperate Population reaches 10,000 Investors.

On Production Layouts you can find the most efficient placement and layouts for this building. As with all factories, the further from a Transportation Center the higher the logistic costs.

## Production Matrix

1 Rare Earth Elements
 Polishing Unit
1 Rare Earth Elements
 **Max Production** | '*45 Diamonds'***9 Rare Earth Elements** | **54 Multispec Prisms** | -17,500

## Modules

### Production

+50% maintenance

*A maximum of 8 Polishing Units can be added.*

### Maintenance

 Accumulator Unit
 Storage Depot

*A maximum of 5 maintenance modules can be added.*

*There are empowered maintenance modules available through The Council.*
High Elves

Home Ground
 General Alignment

## Life Span

The life span of high elves is several hundred years. They reach adulthood at 110 years, a "venerable" age at roughly 350 years. On average dying of old age at approximately 700 years, on very rare occassion fewer may live as long as two thousand years.

## Physical Characteristics

Their skin ranges from fair to pale complexion and their hair color is dark. Compared to regular elves, high elves also

have pointy ears but are less elongated. On average, high elves can grow to the same height as humans. They have less muscle mass than humans thus are generally not as strong. The structure of high elven eyes shows that they are generally like humans with a pupil and iris surrounded by "white", but tend to be able to see much farther than humans are capable. Their fertility rate is low. On average they will have only one child, and on rare occasions two.

## Culture

Centuries ago, 90% of the High Elf population migrated to seek 'holy lands' after a violent conflict with their cousins, the Drow. The 10% that are still living in the Lionsdale Empire have fully integrated into society and most of the time make up many circles of nobles, mages as well as serving as professors of prestigious academia. Over time most have assimilated and blended their bloodlines into multiple races found in Lionsdale. There is a small fraction of High Elves who have decided to retain their traditions and culture within the south-central city of Caelndi. High Elves in this city are known to look down upon travelers and outsiders as they wish to keep the bloodline as 'elven' as possible. A high percentage of Caelndi High Elves are active members of the Hex Guild due to the fact they can trace their lineage to some of its original founders. High Elves are known for their belief in traditions, certain rituals and rites, world balance, meditation and spiritual guidance.

## Abilities

Most do not wield a weapon nor engage in direct combat due to their disadvantage in strength. However, high elves are among the most intelligent and magically-inclined races, surpassing most races in aptitude.They practice highly skilled modes of magic and are usually adept at arcane magic, conjuration and blood magic.

## Weaknesses

Elves (regardless of the subrace or variety) are homogenous peoples. As such, they possess little to know genetic diversity and are thus extraordinarily vulnerable to disease.

## Other

Cousin to Woodland Elf, Drow. Most despise the Drow and will not even negotiate with their kind any longer. They also see themselves as superior to their woodland cousins who prefer to live in the comfort of nature.
Anno 1800

Anno 1800 is an upcoming Anno, set to be released on February 26, 2019.

### **Anno Union**

The Game makers want it to "Combine the best features of Anno 1404 and Anno 2205," and are letting the players themselves vote on features which go into the game.

You can do this yourself at https://www.anno-union.com/en/start-new/

### **Screenshots**

A harbour in Anno 1800, seen in the Game trailer

## References

1. ↑ https://www.amazon.com/gp/product/B07H2L6LQZ/
Lunar Buildings

See Temperate Buildings, Arctic Buildings

## Introduction

This is the collection of all the Lunar Buildings available to the player, these can only be placed in the Lunar sector. The categories are split into the population tiers that unlock them, as well as the type of building it is. The four categories being:

Production Building, Public Building, Energy Producer, Special Building

## Miners

Production

* Lunar Transportation Center
* Titanium Mine
* Ion Welder
* Core Ice Driller
* Oxygen Separator
* KREEP Gatherer
* Cybernetics Factory

Public

* Living Unit
* Maintenance Station

Energy

* Solar Array

Special

* Small Shield Generator
* Orbital Spaceport

## Scientists

Production

* Aeroponic Farm
* Space Galley
* Regolith Collector
* Fusion Preparation Plant
* Anti-G Workshop

Public

* Health Center

Energy

* Fusion Reactor

Special

* Large Shield Generator
* Transmission Spaceport
Example Location

Compass direction
 Population
 Diversity
 Languages
 Government

This should describe the location at first glance with this paragraph. What is the core essence of this place? What does it look like?

## History

History of this location, you can reference the history of the role play that can be found here. Do not have conflicting events, use this as reference to make sure it makes sense with the established World Knowledge.

***Important Date Here***

You can replace "important date" with a role-play name, or a date in the rp. For example: 100 years ago.

***Important Date Here***

You can replace "important date" with a role-play name, or a date in the rp. For example: L&F REGROWTH

### Culture

General culture information goes here.

* Politics: These subheadings are optional of course, but the more information you provide the better. Delete these headers if you're not using them of course. But a few sentences wouldn't hurt would it? You could create a lot of subcategories for this, like International Relations and Civil Relations for Politics. Who has the power? What is the government like? Is it strict? What are the laws of this place?
* Economy: What makes this place money? Is there a lot of wealth.
* Arts & Science: Language arts, Visual Arts, Performance Arts, Magical Arts, Science. All of that ish goes here.
* Religion: These subheadings are optional of course, but the more information you provide the better. Delete these headers if you're not using them of course. But a few sentences wouldn't hurt would it?

## Terrain

Just a blurb about the landscape and general weather/climate.

## Notable citizens

Is anyone of significance from this area? Let us know!

## Other Info

Anything that doesn't really fit in an above section may be placed here. :)
Windpark

The **Windpark** is an Energy Producer found in the Temperate region. It generates Energy that is needed by nearly all buildings to function. The windpark is unlocked when the temperate Population reaches 25 workers.

Windparks must be built a certain distance away from other windparks as otherwise the power generated are diminished and the will run at lower capacity.

As with all energy producer, the windpark does not need logistics from the Transportation Center.

## Modules

### Production

+25% maintenance

*A maximum of 4* Wind Turbine*s can be added.*

### Maintenance

 Finance Calculator

*A maximum of 5 maintenance modules can be added.*

*There are empowered maintenance modules available through The Council.*
Metro Station

The **Metro Station** is a Public Building found in the Temperate region. This building produces Mobility which is a tier 3 Need of the temperate Population. The Metro Station is unlocked when the temperate population reaches 20,000 Executives.

The placement of this building will be more useful if near residences. At a minimum the Metro Station will provide 10 "mobility supply"
Fishing Harbor

*Game: Anno 2205*

 The **Fishing Harbor** is a Production Building found in the Arctic region. This building produces Fish, which is then used by the Cannery to produce Canned Food.

The Canned Food is a tier 1 Need for the arctic Population. The Fishing Harbor is unlocked when the arctic population reaches 1 Protectors. This building also requires a Coastal Building Site to be built.

Like all production buildings in the Arctic:

* Heat is a by-product, which is a tier 1 Need for the arctic population.
* The further from a Transportation Center the higher the logistic costs.

## Modules

### Production

+50% maintenance

*A maximum of 3 Landing Nets can be added.*

### Maintenance

 Accumulator Unit
 Storage Depot

*A maximum of 5 maintenance modules can be added.*

*There are empowered maintenance modules available through The Council.*
Workforce

**Workforce** is a new resource added in Anno 2205. Unlike previous anno games, one of the requirements for a building to run is a workforce. This means that having islands/sectors without any population will be extremely challenging compared to the previous titles (possible with drone hive modules).

The workforce is dependent on your population/employees. In the early stages of the game each person will count towards the workforce, but as the housing buildings get promoted to higher levels, the percentage of the population in said building contributing to the workforce decreases.
Cobalt Mine

The **Cobalt Mine** is Production Building that is found in the Temperate region. It produces Cobalt that is used in various production chains. The Cobalt Mine is unlocked when the temperate Population upgrades to Operators.

The Cobalt Mine needs a Mountain Building Site to be built. As with all factories, the further from a Transportation Center the higher the logistic costs.

## Modules

### Production

+50% maintenance

*A maximum of 2* Cobalt Shearers *can be added.*

### Maintenance

 Accumulator Unit
 Storage Depot

*A maximum of 5 maintenance modules can be added.*

*There are empowered maintenance modules available through The Council.*
Crisis Sector

A **Crisis Sector** is a special sector designated for naval combat with your Fleet. You can upgrade the vessels in your fleet through the Docks.

## Special Items

These are tokens your vessels can pick up and which can then be used to aid you in the crisis sector. There are three tokens available:

### Missile Barrage

A continuous barrage of nuclear missiles. Excellent to catch your enemies in the crossfire.

### Support Fleet

Call for combat ships that will defend you, but not join your fleet.

### E.M.-Pulse

Stunning your enemies with the Pulse will allow you to attack the safely, as they are stunned.

## Special Abilties

These are abilities that you are able to spend "Energy Cells" on to use. There are a maximum of 19 energy cells your fleet can hold at once. Destroying enemy ships and building will make them drop more energy cells.

### Repair Drone ( 5 energy cells)

Your onboard drone will take care of most of the damage your fleet has suffered.

### Kinetic Shields

These shields are vital to protect your own fleet. Preventing your ships from taking damage for a short period of time.

### Wave Mines

This attack pushes your opponents away from the center of the explosion.
Avriel

Home Ground
 General Alignment

Avriel, also known as "Light Elves" or "Sun Elves".

## Physical Characteristics

All full-blooded Avriel always have shades of blonde or crimson hair. If their hair is white, you can often see shades of blonde within the strands. Their eyes tend to be a light color, and their ears are pointed. It is often hard to tell the difference between them and the woodland elves, although a good way is to look at their size: the light elves are the tallest and most slender among the elves. The Avriel come in all shades, and they seem to be one of the only kind of elves who have members with tanned and chocolate colored skin. They often adorn their foreheads with gems and bright henna.

## Culture

The Light Elves are an extremely rare race. They are so rare that there are many names for these people. Some people call them the Ancient Elves or Sun Elves, while they call themselves Light Elven. Their most common name, however, is the Avriel. They seem to only be found in the land of Orbis on the eastern side of Lionsdale. Ancestors of the woodland elves, they were diminished when woodland elves split from them thousands of years ago, creating their own sub-race/culture. The Light Elves are known as very dignified folk who greatly value honor, family and worship a wide handful the gods. Most of the positions in the rumored "The Children of the Sun" ('The Mother Deity') are held by Avriel.

 Abilities

The Avriel seem to have a deep-rooted connection to both divine essence and arcanic magic. This is due to their pure blood and ancient ties to the past. Although they have a knack for all magic, they tend to use fire, lighting and holy magic.

## Weaknesses

Elves (regardless of the subrace or variety) are homogenous peoples. As such, they possess little to know genetic diversity and are thus extraordinarily vulnerable to disease.

## Other

They tend to remain in Orbis and it is extremely rare to see them elsewhere
Biomedical Laboratory

The **Synthcell Incubator** is a Production Building found in the Temperate region. This building produces Rejuvenators, and requires Synthcells from the Synthcell Incubator to operate.

The Rejuvenators are a tier 2 Need of the temperate Population. The Synthcell Incubator is unlocked when the temperate Population reaches 1,250 Operators.

On Production Layouts you can find the most efficient placement and layouts for this building. As with all factories, the further from a Transportation Center the higher the logistic costs.

## Modules

### Production

+25% maintenance

*A maximum of 6* Reaction Pods *can be added.*

### Maintenance

 Accumulator Unit
 Storage Depot

*A maximum of 5 maintenance modules can be added.*

*There are empowered maintenance modules available through The Council.*
Vineyard

The **Vineyard** is a Production Building found in the Temperate region. This building produces Wine, which is then used by the Food Design Shop to produce Luxury Food.

The Luxury Food is a tier 3 Need of the temperate Population. The Vineyard is unlocked when the temperate Population reaches 2,500 Executives.

On Production Layouts you can find the most efficient placement and layouts for this building. As with all factories, the further from a Transportation Center the higher the logistic costs.

## Modules

### Production

+25% maintenance

*A maximum of 4* Vineyard Terraces *can be added.*

### Maintenance

 Accumulator Unit
 Storage Depot

*A maximum of 5 maintenance modules can be added.*

*There are empowered maintenance modules available through The Council*
Temperate Buildings

*See also Arctic Buildings, Lunar Buildings.*

## Introduction

The buildings are created in the temperate region.

## Workers

Production

* Transportation Center
* Sunflower Farm
	+ Biopolymer Factory
* Rice Farm
* Desalinization Plant

Public

* Residence
* Infodrome

Energy

* Windpark

## Operators

Production

* Feldspar Quarry
* Cobalt Mine
	+ Robot Assembly Hall
* Fruit Plantation
	+ Vitamin Condenser
* Algae Farm
	+ Synthcell Incubator
	+ Biomedical Laboratory

Public

* Residential Complex
* Security Department

Energy

* Tidal Power Station

Special

* Monumental Bridge

## Executives

Production

* Soy Farm
	+ Cattle Ranch
	+ Vineyard
		- Food Design Workshop

* Flax Plantation
	+ Silicon Mine
	+ Microfabrication Hall
	+ Nano-Textile Mill

Public

* Metro Station

## Investors

Production

* Diamond Mine
* Nano-Cutting Unit
	+ Neutronium Lab
* AI Composition Plant
	+ Android Factory

Public

* Stadium

Special

* Corporation HQ