recursal/Fanatic-Fandom huggingface dataset:
Movie Studio

### How to get

This card can be acquired form the Six Seasons and a Movie technology. It can not be purchased from the card shop.

## Strategy

This building takes up space, so it's best to use when there is a lot of space available, perhaps right after completing a bunch of columns. The +2 purchases can be really helpful, especially with the \_\_\_\_\_\_\_ policy that replaces one Houses with Tenements. However, it can make completing the columns it is in difficult, so beware. Overall, this makes a nice addition to the deck.
Beetle

The **Beetle** (not to be confused with the Tiny, Scintillating, or Giant varieties) is a dog-sized insect with a black chitinous carapace. It may be encountered wandering randomly in many biomes. It is not aggressive toward colonists, and will flee if attacked, but it will cause damage to crops. Upon killing drops raw beetle steak.

* The various members of the beetle family.

*This article is a stub. You can help Clockwork Empires Wiki by expanding it.*
Beta 51B

**Version chronology**

**External links**

* blueprint design mode will now hide all assignment beacons; regular mode will now turn them back on again
* moved "Clear Terrain" jobs into the building construction job if they are automatically spawned by building construction
* assignment of workcrew to service job should adjust their work schedule appropriately
* optimized code from widget manager which greatly speeds up work crew menu
* balance: reduced sleep time
* balance: adjusted relationship of happiness to work shifts
* balance: adjusted output of stone from surface nodes
* balance: slightly increased nighttime sight radius
* FIXED: "Make stone smelting crucible" now moved over to new multistack system
* FIXED: picking up a multistack from the stockpile now correctly decrements the stockpile counter
* FIXED: more cleanup of phantom objects
* FIXED (OSX): crash on embark screen whenever you generate an ocean biome
* FIXED (OSX): crash in rendAssignmentBeacon handler
* FIXED (OSX): some other misc. crashes
* FIXED: talking to fishperson could freeze colonist (temp. removed this job)
* FIXED: long clothes line required 1 less bricabrac than advertised
* FIXED: tutorial would appear after game start; it no longer does
* FIXED: workers will no longer try to walk to be near their overseer if their overseer is in an underground mine and therefore technically off-map
* FIXED: fence icons
* FIXED: typo in work quality of life description
* FIXED: if you chopped down a burning tree, it would leave a fire in its place forever
* FIXED: mine products display is more readable
* FIXED: "make tin exotic caviar" job for workbenches, removed from ovens
* FIXED: players should not be attacked before they finish the tutorial
* FIXED: "make chemistry workbench" job
* FIXED: Moved brick kilns and iron smelting crucible to multiobject system (should fix build failure)
* FIXED: steel ingots looking for wrong object
* FIXED: Foreign office wasn't displaying building quality correctly
* FIXED: Public House crash
* FIXED: Pulque icon
* FIXED: in certain rare cases items given to player by events would not be set as owned by player
* FIXED: perennial crops would only output harvest once
* FIXED: characters would sometimes not work during the first shift of their workshift
Alpha 47A

**Version chronology**

**External links**

* added new Laboratory system
* Opium Poppy, Bamboo, and Coconut Palm are now locked by research at start of game
* added some generic agricultural labour upgrade technologies
* added grass, shrubbery, and flower planting for gardening enthusiasts
* added boxed module recipes for the following: Chemistry Workbench, Fancy Bookshelf, Hanging pots, Stone Altar, Large Stone Altar, Wood Altar
* added progress bar to Do Diplomatic Paperwork
* updated the following tutorials to match current art/gameplay: Cooking, Job Filters, Staying Alive, Using Military
* updated costs for constructing ceramics and chemistry workbenches
* tables are now "Table and Chair Sets". You can't sit in them right now. This will be Improved.
* Trade goods and forbidden items now have bright red/green outlines as well as their standard tinting.
* NCOs of higher skill will now train militia footsoldiers significantly faster
* balance: adjusted utility of burial so it (hopefully) doesn't conflict w/ farming duties
* balance: increased baseline training time of militia to redcoats to encourage use of skilled NCOs
* balance: assigning a soldier away from their barracks will reset their training points to zero; if you want trained soldiers, you must maintain a standing army
* FIXED: Fishperson Steak and Long Pork are no longer cooked by the Basic Food recipe
* FIXED: glass panes no longer built instantly
* FIXED (probably): possible infinite loops when studying fishpeople/obeliskians
* FIXED: forageables would rotate slightly when a job to interact with them was cancelled in a certain way
* FIXED: Fishpeople envoys will never show up before first contact
* FIXED: starting loadout airdrop crates will no longer land on each others' goods and possibly causing explosions, fire, and death
* FIXED: triggering frontier justice via ministry investigation events will now correctly place frontier justice icons on target
* FIXED: when soldiers are ordered to beat someone, they won't be frontier justiced due to hurting another colonist
* FIXED: when colonists talk while holding very large items, they'll no longer swing them around crazily while gesticulating
* FIXED: redcoats assigned away from a barracks can now be re-trained
* FIXED: relations with various factions would be totally reset by incidental events that should have modified relations slightly
* FIXED: possible infinite loop in foreign\_office.go
Crop field

**Crop fields** are a place to plant crops. Crops go through three stages currently and if left idle, a fourth. To move onto the next stage they require to be worked by a laborer at specific times. You can tell they are ready to be worked because they will have a little puff of dust and shake once. If they stay idle for a period of time (aprox. 4-8 minutes) after they are ready to move to the next stage, they will die. Crop fields will only grow a specific crop. If the crop is not desired anymore, the field can be demolished.

* **Seedling** - In this stage the Crops have just been planted by a laborer. The plant will be small and barely recognizable for what it is.

* **Immature** - In this stage the Crops start to look like the crop that will be harvested, and has doubled in size.

* **Ripe for harvest** - In this stage the Crops are their harvest ready form, Wheat is Yellow, Cabbage are open, Pumpkins are on the vine. Laborers when they work the plot will now gather the Crops.

## Crop fields

* Cabbage Field
* Chilli Field
* Coconut Palm Field
* Grape Field
* Larch Field
* Lingonberry Field
* Maize Field
* Prickly Pear Field
* Pumpkin Field
* Sugarcane Field
* Tobacco Field
* Wheat Field
Daniel Jacobsen

**Daniel Jacobsen** - the CEO of Gaslamp Games. When not
negotiating contracts or shredding evidence, he contributes design and
gameplay programming for Gaslamp’s projects. He had no idea how much
work making video games was until he was actually doing it. In his
spare time he enjoys cooking ethnic foods from places he’s never been
and writing code for various international physics projects.

Daniel began writing software after becoming enamored with computer
games and software programming at an early age. He attended camps and
workshops learning the basics of various programming languages such as
BASIC, HTML, Java, and C at the age of ten, and by thirteen was
teaching some of the same courses. An avid video, card and board game
player throughout high school, he excelled in advanced placement
courses in computer science, and went on to gain a BSc in Physics at
the University of Victoria with exemplary marks in programming-based
astrophysics research.
Alpha 48C

**Version chronology**

**External links**

Crash Fixes, UI cleanup, all in a days' work:

* lab optimization, take 1
* clearables now use assignment beacons correctly in all cases
* tweaked how portraits are handled in work crew UI (unsatisfied with this, more work to come)
* day/night widget now survives save/load, has reliable day count information on it (finally), shows name of current hour
* collapsed work crews now show working status of MC char by highlighting their name tag button
* expand All / Collapse All button now on work crew UI window. Work crews now start all expanded (since you don't have enough crews for this to be an issue at - start)
* added correct icon when office is complete to completion ticker message
* when trader arrives at trade depot, an alert will be created
* (48B): all crops re-added)
* miners will now receive building quality memories for the mine they're working in
* added variant to Novorus Logging Moratorium to reflect conditions if you initiate it while hostile
* balance: trade values of large number of items updated to reflect reworking of ores/metals
* balance: lower-level kilns/ovens don't require advanced metal parts to repair
* balance: confession now takes less time
* balance: building costs changes using new materials
* FIXED: building Mineshaft Module crash
* FIXED: "sucked up to" memory text
* FIXED (48B): wheat harvest error
* FIXED (48B): text errors in foreign\_relations\_correction
* FIXED: many boxed modules took no time to assemble
* FIXED: bug where shortening the interior pane of a scrollable window to the point where the scrollbar would disappear would not reset scroll position and instead cause elements to be permanently out of view.
* FIXED: a couple of crash bugs
* FIXED, probably: "run-time error" dialog message
* FIXED: barbershop crash
* FIXED: zones can now be deleted again
Beta 54A

**Version chronology**

**External links**

* FIXED: crash deleting "illDataProvider" class on character widget
* FIXED: some food missing "basic\_food" tag and hence not being eaten
* FIXED: save/load would break acceleration cell data structure, causing some items to not be accessible or found in the spatial dictionary (such as, again, food.)
Alpha 50E

**Version chronology**

**External links**

* building materials now are picked up as a multistack
* module materials are also now handled as a multistack
* standardized job menu icons with work crew icons
* added ability to pause and unpause assignments via the assignment beacons
* added carpet to recommended modules for carpentry workshop
* redid the entire tutorial from scratch using the Event Arc system, it should be MUCH more intuitive now
* balance: made a few concessions for ease of food in the early game til we figure out how long it takes people to get through it in current version- improved yield from foraged food sources, and increased the food you get in the starter loadout
* (50D) added note to stone ceramics kiln that brick ceramics kiln is required to produce glass
* FIXED (50D): scripterror in favour\_criminal
* FIXED (50D):"Smelt Copper Ingots" job error
* FIXED (50D): bricabrac icon
* FIXED (50D): scripterror in do\_diplomacy\_paperwork
* FIXED (50D): crash when accepting bandit to join colony
* FIXED (50D): cancelling building construction immediately crashes the game
* FIXED: "reverant" -> "reverent"
* FIXED: colonists will no longer attempt to use services of offices w/o assigned overseer or w/ off-shift overseer
* FIXED: characters spawning in the colony no longer have their ? alerts above their heads
* FIXED: combo box overflow in new workshop
* FIXED: multistack code would occasionally not find available building materials
* FIXED: gameSimAssignment::CancelAssignmentInternal crash when assignment is already cancelled or invalid
Commodity

**Commodities** are the goods that your colonists harvest from the environment, produce from workshops, or receive from a Supply Drop. They are stored in stockpiles, until used by your colonists. Food commodities are consumed to ensure your colonists don't starve, raw materials are used in the construction of buildings and modules (in the case of logs and planks), used to make bricks at the Ceramics Workshop (in the case of clay), or smelted into ingots at the Metalworks (in the case of mined ore).

These planks, bricks, and ingots are also commodities and are used in the creation of modules, and with ingots, to produce cogs and pipes, which are used in high-end building module production.
Enemies

Enemies are hostile entities that will attack your colonists, steal your stockpiled goods, ravage your farms, and generally throw a wrench into the finely-tuned machine that is your colony!

## Enemy Behavior

Enemies have a similar fight or flight response as your soldiers (with the exception of the Cultist). They will attack when morale is high and flee if they take enough damage. Cultists, however, will first create an ominous shrine, worship at it to receive a sacrificial dagger, and then return to start a murder spree in your colony.

Note: Combat can take place between these entities as well as between them and your colonists. Click here for Republique Mechanique VS Fishpeople.

## Enemy Types

### Human & Humanoid

* Bandits
* Cultist
* Fishpeople
* Hostile Foreigners

### Eldritch & Other

* Obeliskian Servitor
* Deathwurms
* Selenian
* Spectre
* Quaggaroth
Church of the Holy Cog

The **Church of the Holy Cog**, also called "The Celestial Order"and "The Church of the Divine Mechanics", is the official religion of the Clockwork Empire. Cog save the Queen!

* Worship

The Holy Cog is worshipped in chapels, which are run by vicars. It is not unknown for Ministers to be banished to the colonies for having unorthodox views.

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

*"A tasty wine made of fermented sugarcane to ease the day's labours"*

**Gurapo** is a brewed drink made from Cut Sugarcane in the Kitchen using a Brewing Vat or the more advanced Mechanical Brewing Tank.

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

Gurapo can be traded in the Trade Office at a value of 50.
Giant Beetle

A horse-sized insect; it resembles a gigantic Goliath Beetle or Rhino Beetle. The only source of Raw Beetle Steak. Under certain circumstances, may attack your Colonists.

The giant beetle has the Armoured trait, which means it is rather hard to kill.

* The various members of the beetle family.

*This article is a stub. You can help Clockwork Empires Wiki by expanding it.*
Alpha 49A

**Version chronology**

**External links**

* FIXED: dead colonists will never try to set revolt icon on themselves
* FIXED: Bandit corpse scripterror
* FIXED: Republique invalid trade item
* FIXED: ForceDropEverything error due to invalid trade item spawn
* FIXED: Colonists denounce cowardice scripterror
* FIXED: mineral beacon tooltip
* FIXED: people thought they blamed themselves for the woes of the colony when someone else blamed them
* FIXED: all agents will now ignite correctly from environmental fire
* FIXED: military will no longer use invisible guns after training sessions
* FIXED: crash starting new game or creating world on UNICODE systems or systems with weird write permissions
* FIXED: agents not correctly having their hostile bit set, or having hostile bits reset
Alpha 50F

**Version chronology**

**External links**

* updated "?" box tutorials to match current UI for workshops
* re-added spice rack recipe to carpentry workshop
* added hunger and safety QoL
* shuffled around some of the recommended decor modules in buildings
* building footprint display code rewritten, ensuring module access points and other useful geometries always show up correctly.
* jobs menu will flash if too many jobs currently exist
* FIXED: "Flatten Terrain" will now always flatten terrain to the height of the starting location, rather than the square that is closest to the top left corner of the map
* FIXED: skillup wouldn't update skill level display in character info panel
* FIXED: logs from burnt timber weren't usable
* FIXED: barracks tutorial assuming you had build a barracks if you assigned someone to your starting NCO
* FIXED: made it so repair jobs can't be interrupted by people who want to gossip
Concrete Jungle Wiki/Top section

Welcome to the Official *Concrete Jungle* Wiki
The Concrete Jungle Wiki reference written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.
We are currently maintaining 364 pages (58 articles).

**About The Game**
Concrete Jungle is a game about city planning and deck-building, with a new take on the city Buildings that swaps micro management for deck-building and extra servings of strategy! The game combines the simple but satisfying mechanics of tabletop deck-building games, the intricacy and accessibility of an indie title, and the variety and depth of a collectible card game. Topped with the isometric stylings of classic 90s management sims.

You have a deck of selected Cards which you can use to place buildings. Each building will affect it's surroundings in different ways. The aim of the game is to clear city blocks by gathering the required number of points from your residents, giving more room to build. As the city grows, bigger and better new buildings can be added to your deck!

As you get opportunities to hone and refine your deck, residents will demand more from you. You'll find yourself inadvertently creating zoning puzzles- playing against your own past planning decisions. See more on the Getting Started page.

Alternatively engage in competitive city planning against challenging AI or local players. Take it in turns to place buildings in the same city and battle over the affection of your citizens!

The game was released on **September 23, 2015.**

**Key Game Features**
* Over 230 cards available (no micro-transactions)
* 8 Playable characters each with their own skill trees, unique cards and play style.
* Hilarious fully voice-acted story mode!
* Competitive city planning featuring challenging AI in 'Versus' mode.
* Local competitive/co-op multiplayer for up to 4 players or AI.
* Gorgeous vibrant, detailed isometric graphics, day/night and weather effects.
* Rich and atmospheric soundtrack featuring Xerxes, Saad Ali, D.P. Kaufman & Mokhov.
* Steam achievements, stats, trading cards & leaderboards.
* Support for any resolution, border-less window full-screen and controller support.
* Featuring voice talent from Angela Mayans, Ben Britton, Ruth Rosen, Ed Bretten, Kyle Chapple, John Mondelli and Barbara Hawkins.
Factory

The **Factory** - a large building full of whirring machines and toiling workers. It takes in one set of “commodity” (in our design vocabulary, a generic name for any resource or good in CE’s economy) inputs and produces one particular commodity output. Factories require a lot of infrastructure, have very specific inputs and outputs, but they’re the most efficient means of production.

## Factory modules

Some modules you can attach to your factory include:

* Crucible
* Extruder
* Grinder
* Industrial Furnace
* Mechanized Saw

## References

1. ↑ An industrial logistics simulation for everyone
Parking

## Strategy

This card can be useful in a number of situations. In a pinch, it can allow for a quick purchase, maybe to delete a card or force clear a row. It can also be useful in tandem with cards that give block bonuses like the Electronics Plant and Granary, or cards that work well when the block size is big like Farmhouses and Estates. Even though this card has terrible area effects, the utility of this card more than offsets that. It is a very useful card in a number of situations and makes a valuable addition to your deck.
Chilli Field

Harvest output: | 8 units

**Chilli Field** is a crop field of Chilli Pepper Plants. When harvested, it produces Bushel of Chilli Peppers. Bushel of Chilli Peppers can be processed into Chilli Stew and other meals by colonists in a Kitchen, provided the kitchen has an Oven.

## Gallery

* Chilli pepper ready for harvest.
* Chilli plant in flower.
Aristocrat

An **Aristocrat** is an upper class colonist. They do not participate in any work except burials and do not contribute to your colony. When they arrive, your colony's Prestige increases by one point per aristocrat. However if they die, one Prestige is lost. They will also try to give lower class colonists orders. Aristorcrats arrive unpredictably, as one of a number of possible random immigrants.

As for 1.D (and forever) Aristocrats and other members of the upper class have no function in the game and just waste space, food and minds of the colonist.

* Giving peon orders
* Upper Class death notification
Market

## Strategy

This card has a relatively high economy bonus for a card in the Town range. This, coupled with the positive diagonal area effects makes this a decent card to get from the card shop. The only reason not to get it would be if there was another overpowered card in the card shop. Repeating cards are almost always better to get than non-repeating cards.
Creatures

Creatures are all the non-antagonist beings that roam the colonies. Most of these can be hunted to provide food for you colony.

Creatures will eat appropriate food from your stockpiles and farms, though colonists will try to shoo them away.

## List of Creatures

* Giant Beetle
* Junglefowl
* Land Dragon
* Fox
* Snail
* Aurochs
* Dodo
* Sea serpent
Hauling

Hauling is a job that your colonists do to move commodities from the ground, the stockpile, or workshops to allow the colonial economy to function.

Take the logs commodity as an example; colonists assigned to chopping down trees turn the trees into logs, colonists then haul the logs from the ground to the stockpile. From the stockpile they are hauled to either another patch of ground with a building template, in order to construct the building framework, or the stockpiled logs are hauled to the Carpentry Workshop for processing into planks. Once the planks are created, they are hauled back to the stockpile to continue the cycle (this time with planks).

Your Work Crews' ability to perform hauling jobs can be toggled on and off in the 'Work Crew' drop-down list. When toggled 'off', the work crew will not do hauling jobs, and will rely on other crews to shuttle goods around.
Ferment Wine

*"A solid plonk to ease the day's labours"*

**Ferment Wine** is a brewed drink, made from a Bushel of Grapes in the Kitchen using a Brewing Vat or the more advanced Mechanical Brewing Tank.

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

Ferment Wine can be traded in the Trade Office at a value of 50.
Fortifications

**Fortifications** - constructions that are being built by military from which they can defend themselves. Fortifications are limited to various types of walls (fences, brick walls, barbed wire fences, etc.), pointy stakes, and gabions (a sort of earthworks defensive thing that people can hide behind or shoot over as they see fit).
Carpentry Workshop

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

The **Carpentry Workshop** is one of the most basic workshops in the game. Here your colonists use Carpentry Workbench to create planks from logs and other workbenches to produce a wide variety of wooden modules for your colony, including workbenches for other buildings, beds, wooden decor etc.

Carpentry Workshop can be decorated with modules for low class buildings (Simple Door, Simple Open Window, Cheap Cabinet etc) and with modules that can be placed anywhere (carpets, rugs, lamps) but not with middle or upper class modules (Fancy Window, Ornate Cabinet etc).

The workshop is built from logs and rough stone blocks. Its base cost is one log and one stone, with an additional log for every 6 tiles and an additional stone block for every 12 tiles.

### Workbenches

* Carpentry Workbench - produces Planks and Stack of Paper, also creates Mine Shorings and Assembly Workbench module
* Assembly Workbench - produces a variety of finished products, like workbenches, desks, beds and chairs
* Decor Workbench - produces miscellaneous wooden decorative items
* Advanced Workbench - produces more complex devices
* Power Saw

### Modules

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

### Decor

* Lower Class Rug
* Wood Plinth
Alephred's Guide to Sightseeing in the New World: Pocket Edition

1. Immediately zone 2 plots for farming, at maximum size (6x6) - Zones and Construction > Farm. Pick your favourite food crop (i.e. Pumpkin Vine, Wheat, Cabbage Plant). Opium Poppy is not a good choice for basic sustenance.

2. Start collecting wood from the nearest clump of Trees - drag a rectangle around some trees > Chop Down.

3. Start gathering any visible forage-ables (Lingonberry Bushes, Black Cup Fungus). Drag a rectangle around them > Forage. Foraging Exotic Caviar Clutches is inadvisable when starting a new colony, as it will provoke violent reprisals from Fishmen.

4. Begin construction on a Carpentry Workshop. Buildings > Carpentry Workshop.

5. If any Rhyolite Boulders are visible, mine a small number of them (1 or 2) for Rough Stone Blocks. This will make Step 7 easier. Select Boulder > Mine Rhyolite Boulders.

6. As the Carpentry Workshop is being built, scout the visible map for additional resources with Explorers and your Military crew. Commands > Explore.

7. When the Carpentry Workshop is mostly finished, queue up a few (4 or 5) Planks for manufacture.

8. Begin construction of a large Kitchen (Buildings > Kitchen), large enough to accommodate 4 Ovens. Although your initial drop contains materials sufficient to build 4 Small Ovens, I prefer to build 2 Small Stone Ovens and 2 Small Ovens instead, as this conserves precious parts for more advanced buildings

9. When the Kitchen building is assembled, and at least one Oven has been installed, queue up a large number (~40) of food production jobs. If you don't want to micromanage food selection, you can order Stew, which will be cooked as ingredients become available.

At this point, your colony will be able to feed itself for the immediate future, and further development may proceed at your own discretion.
Giant Snail

The **Giant Snail** is large non-aggressive mollusk, native to Tropical biomes. It may be hunted for Raw Steak. Because the only sources of meat in the Jungle are Giant Beetles, Giant Snails, Junglefowl, Fishmen, and other humans, there is a four in five chance you will not enjoy the answer to the question: "What kind of stew is this?"

* A snail 'resting' after a hearty game of 'tag'.
Aurochs

**Aurochs** \ˈau̇-ˌräks, ˈȯr-ˌäks\ is the singular and plural form. You know, like moose.

A cow-like beast that can be slaughtered for food. In past revisions, the only source of Raw Aurochs Steak. Currently, they may be hunted for Raw Steak instead, in common with most other wildlife. Under certain circumstances they may attack a player's colonists.

Currently they seem to move around the map until they stumble upon a colony, unless they are hunted.
Alpha 45A

**Version chronology**

**External links**

* added Boxed Module production/construction: (most) modules are now constructed in workshops rather than in-place. Most non-decor modules now work with this system.
* added Building Quality tutorial
* added ability to register an object as being, or not being, a trade good. (preparation for trade depot system)
* adding skillup thought bubble + memory
* colonists who are maddened or cultists will enjoy creepy dancing rather than be upset
* airdrop crates now love doomed characters
* implemented various memory efficiency operations for loading very long, very large save games with an unreasonable number of goods lying around
* rally beacons will self-delete after a day (so that soldiers don't accidentally starve to death)
* changed "gathering" skill name to "naturalism" in prep for future skill overhaul
* balance: set new skill levelup values appropriate for each profession
* balance: Chapel-assigned workcrew labourers can now take confession
* added first implementation of foreign office, connected prestige system to empire faction interaction within foreign office. (work still to do includes: exposing current standing data with each faction, exposing data for how each mission affects faction standing, reworking bandit events and foreign faction events to be based on faction standing, and populating periodic passive and choice-based events for each faction related to current faction standing instead of using graph traversal (whew, yeah, there's a lot still to go here))
* UI: expanded workshop UI code to allow for more recipes since we have boxed modules now
* FIXED: Refining Tutorial scripterror
* FIXED: materials costs for several decor modules
* FIXED some weird bugs with progress bars
* FIXED: "unique" tag now works on gameSimRequireGameObject::RequirementMet (previously it didn't) (this is important for jobs that require multiple instances of the same commodity)
* FIXED: vicar deprogram cultist job would occasionally freeze the cultist in place forever
* FIXED: some typos in events
* FIXED: manually cancelling burial will stop automatic burial (again)
* FIXED: dissecting fishpeople could freeze game
* FIXED: various minor issues w/ dissecting horrors
* FIXED: goods stolen by bandits will be subtracted from colony commodity counts
* FIXED: people will no longer attend sermons while carrying hoes (nor will they seek services of the barber or pub while carrying tools)
* FIXED: colonists sleeping in chapels will no longer receive positive memories for having attended a sermon (they will instead be rudely awoken)
* FIXED: skill progression bar variations were not being displayed correctly
* FIXED: repair alerts will reference material name required rather than internal tag string
* FIXED: corrected incorrect text in naturalist\_study\_fishperson\_corpse event
Aristocratic Manor

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

The **Aristocratic Manor** is housing that provides living space for colonists and can be fitted with a variety of modules appropriate for the upper class.

### Modules

* Ornate Door
* Ornate Bed
* Ornate Chair
* Aristocratic Window

### Decor

* Ornate Cabinet
* Ornate Wall Shrine
* Upper Class Rug
* Exterior Lamp
* Steam Radiator
Chop Down

When one or more loggable trees are selected, the 'Chop Down' option creates a job for your colonists to go to the work site, and remove the trees, turning them into logs which are used to construct buildings, can be turned to planks at the Carpentry Workshop, or used to create Charcoal at a Refinery.
Alpha 48A

**Version chronology**

**External links**

Alpha 48A of *Clockwork Empires* has now been posted to the experimental branch. It primarily consists of fixes for various random crashes. Unfortunately, these fixes also break the save game file compatibility, so we didn't want to push it as a regular hotfix to the main branch.

## Changelog

* things crash less
* added new work crew names
Bushel of Grapes

*"A bushel of plump, purple grapes. Perfect for preserve or wine."*

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

Can also be processed in a Brewing Vat to make Ferment Wine

Can also be used to make Refined Food​.
Grand Duchy of Stahlmark

The **Grand Duchy of Stahlmark** (Grossherzogtum von Stahlmark) is a sovereign state characterized by the cold discipline of their stalwart military. They are often criticized for frequently engaging in shocking experiments.

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.*
Beta 52D

**Version chronology**

**External links**

* added a number of new military techs
* added weekly upkeep notification alert
* farm harvests are now output in stacks rather than individually
* foraging collects stacks rather than single units (as applicable)
* doors can now be properly dismantled
* can now send order to groups of surface nodes to mine just clay or just stone or just sand
* "Chop Tree" job will place output stack into chopper's hands & will return to stockpile if available
* "Mine Surface Node" jobs will place output of up to 3 items in miner's hands & will return to stockpile if available (job time increased to compensate for faster extraction speed)
* new experimental loadout, for funzies
* decreased priority of idling when off-shift
* the population counter now correctly reflects your starting pop in all loadouts
* reduced map size and dealt with The Consequences Of These Actions
* "I have altered the tooltips on population capacity. Pray I don't alter them further."
* balance: starter crops all yield faster harvests (the proportion of crops over time is the same)
* balance: time it takes to chop tree and mine surface node have been changed
* balance: added one MC and one LC character to all loadouts
* balance: max science points for lab now determined by Overseer science skill level
* balance: made some QoL bonus/malus changes
* FIXED: replays not saving work orders for workshops, causing determinism break
* FIXED: save game crash after starting new game, quitting, starting new game again
* FIXED: event arc director point gains
* FIXED: when farms are removed they will be correctly deleted from Offices list
* FIXED (52C): offices operating w/ unmet upkeep
* FIXED (52C): various edge cases involving Upkeep calculation
* FIXED: "Designate Building" command now correctly cleans up after itself after selecting/deselecting multiple buildings in the same session, after drawing

## Hotfixed

* balance: added upkeep trunks to starting loadout supplies
* balance: added upkeep trunks to traders' potential goods
* FIXED 52D: The "Alone" loadout now disables 'safety' events designed to bail you out at low population counts
* FIXED 52D: eerie spectres
* FIXED 52D: Stalwart Supply loadout no longer attempts to autoassign a worker to the NCO
* FIXED 52D: loadout\_food
* FIXED 52D: mad carpenter
* FIXED 52D: airship crash
* FIXED 52D: quag cult
* FIXED: forest meat rides again
Berry Preserves

*"A crate of delicious Saskatoonberry/Lingonberry Preserve."*

A Food item. Prepared in the Kitchen using Bushel of Berries and Glass bottles. To prepare Berry Preserves an Assembly Workbench is required.

Berry Preserves is a delightful meal for the colonists

A Tradable Food item, Berry Preserves can be traded in the Trade Office at a value of 240
Alpha 45C

**Version chronology**

**External links**

* added Fire!!
* OPTIMIZATION: several AI side performance issues with > 50 characters
* FIXED: issues with lower class workers not working at foreign office desks
* FIXED: slowdown by characters constantly checking if the thing they are holding in their hands is a bandit and if they should run away from it
* FIXED: haywire scrollbar issue
* FIXED 45A: job tagging of foreign office assigned lowerclass workers now executes correctly
* FIXED 45B: brick ceramics kiln was rather cheaper to construct than intended
* FIXED 45A: wall shrine icons unbroken
* FIXED 45A: assigning a Chemist would crash the game
Clockwork Empire

The **Clockwork Empire** is an ever-expanding state ruled by Her Majesty the Queen and the Houses of Parliament in the Capitol. Its flag is the Union Cog and the official religion is the Church of the Holy Cog.

For the colonies, it's the Colonial Ministry that pulls the strings.

* Technology

The Clockwork Empire appears to be technologically advanced, being able to cross oceans and colonize foreign continents on either steamboats or airships. Much of their machinery involves brass cogs and coal.

* Demographics

The Clockwork Empire is divided amongst rigid class systems. Among these are lower class laborers, middle class overseers, and upper class aristocrats. However, the Empire seems to be tolerant in regards to race and gender as everyone seems to be treated the same regardless of those things (there are even dark skinned aristocrats).

There is an overpopulation problem in the Capitol city, resulting in people immigrating to the colonies of New Antipodia and New Sogwood.

* Laws

It is common for criminals to get sent to the colonies as punishment or commutation of sentences. This could explain the presence of bandits in the colonies. Crime and Punishment in the motherland are unknown, but in the colonies the Bureaucrat in charge can target anyone for mob lynching.

* Religion

The official religion of the Clockwork Empire is the Church of the Holy Cog, but several of the colonies have obscure cults as well.
Bottle of Rum

*"Distilled high-proff alcohol. It hepls one forget after a long day's work."*

**Rum** is a distilled sprits made from Molasses in the Kitchen using a Still.

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

Rum can be traded in the Trade Office at a value of 50.
Bucket of Molasses

*"Raw Molasses ready to be cooked into syrup or treacle."*

A Food item. Prepared in the Kitchen from Cut Sugarcane. To prepare Bucket of Molasses an Assembly Workbench is required.

May be eaten raw, or processed at the Still to produce Bottle of Rum.

A Tradable Food item, Bucket of Molasses can be traded in the Trade Office at a value of 50
Coconut Palm Field

Harvest output: | 24 units

Coconut Palm field is a crop field. When harvested, it produces Crate of Coconuts. Crate of Coconut 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

* Coconut Palm field at the early stage of growt.
* Coconut Palm field at harvest time.
Alpha 43A

**Version chronology**

**External links**

* added first iteration of Public House & associated jobs
* added Barber & associated jobs
* added new step styles determined per-building
* added Fishperson nesting mission
* added useful descriptions to most commands & modules in the build menu
* added ability to change character names; players may now subject their friends and family to The Frontier Life
* character ui: memories now have borders to show significance of memories relative to one another
* character ui: made emotion bars longer
* characters now have short-term and long-term memories which aren't yet visibly distinct, but should provide a more accurate overall description of state from what is on the character description window (which is still not finished)
* Offices can now do internal "standing orders" to keep the office running when it is not performing an office service (for instance, putting drinks in the Booze Vat for safe-keeping.)
* Foreigner military units may appear to attack bandits
* when faction groups are destroyed the ticker will give a vaguely accurate cause for their disappearance
* all foreign factions are now hostile to bandits and fishpeople
* sleeping people will now be largely unaware of their surroundings (as in, they will have a very small sight radius)
* (in-progress) adding descriptions to all menu commands
* workers in a workcrew will change uniform to match their overseer's highest skill, if applicable
* Novorusians now have appropriately gendered slavic surnames
* if objects are damaged near a sleeping colonist, the sound will wake them up
* Dodos now know when their nest is destroyed
* Fishpeople may bring food to your colony if you're starving and have good relations with them
* added cement commodity + cement factory building (but fully expect this to become a Ceramics Workshop product)
* added Fishpeople Convoy event
* item dropped by non-colonist agents outside of your settlement will be auto-forbidden when dropped
* if player claims items dropped by non-colonist agents outside of settlement, they will be added to commodities list
* balance: corpses no longer spawn infinite vermin
* balance: starting to re-balance mood & madness effects of memories (in-progress)
* balance: Foreign invasion delay increased & given better notification
* FIXED: modules placed in the corners of buildings such as ovens would cause problematic building geometry and geometry explosions
* FIXED: items carried by non-colonist agents won't show up in your commodities list
* FIXED: a colonist that attacks an animal due to hunger will attack it until it is dead, then will butcher it (rather than being non-committal about the whole matter)
* FIXED: unclear status of longpork ownership after people are butchered
* FIXED: missing memory case for when Fishy individual is attacked by Fishpeople
* FIXED: buildings menu category button could occasionally get stuck in the "on" position
* FIXED: people making friends or rivals with themselves
* FIXED: people making friends or rivals with the same person multiple times
* FIXED: tooltips break for characters after they change class and get stuck (incorrectly!) on the same job
Beta 55A

**Version chronology**

**External links**

* added disturbance tooltip
* balance: Bricabrac Prices of certain wall modules have increased in preparation for Things
* FIXED: bandits now make better decisions when placing tents
* FIXED: foreign\_relations\_correction would correct in wrong direction in certain cases
* FIXED: public house will correct booze count when drinks are used up
* FIXED: a few more bugs with flattening terrain not rebuilding everything correctly
* FIXED: regenerate all height map passability when loading a new game
* FIXED: a bunch of incorrect recipes including Vacuum Chamber
* FIXED: Wine Recipe + Made it available on Mechanical Brewing Vats
* FIXED: bug with emotion values in workshop QoL effects
* FIXED: upkeep display on airship mast
* FIXED: a bunch of typos
* FIXED: spice rack / hanging pots quality
Hostile Foreigners

As of Revision 42, each game has 3 foreign nations:

 Grossherzogtum von Stahlmark

The Grand Duchy of Stahlmark (Grossherzogtum von Stahlmark) is a sovereign state characterized by the cold discipline of their stalwart military. They are often criticized for frequently engaging in shocking experiments.

 Novorus Imperiya

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.

 Republique Mechanique

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. The allegiance of each foreign nation will be randomly assigned at the start of the colony. One will be an ally, one neutral, and the other will be the enemy. For example, in one game:

# Impending Invasion event

As of Revision 44, the hostile foreigners can conduct a major invasion. You will be given a notification as well as a set amount of time to prepare for the assault (i.e. increase colonial troops, build more barracks, use prestige points for temporary Redcoats, etc.). Forms of assistance may arrive in the form of landmines from the Ministry of Colonization, and fishpeople squads (if on friendly diplomatic relations). Once the designated time runs out, another announcement is given. The invasion has begun!
Coconut Palm

*"A tree which grows large hard fruits."*

A coconut palm is a tree that cannot be chopped down for logs, however Crates of Coconuts can be gathered by creating a forage job on the palm.

Coconut Palms have a 20% chance to disappear when foraged, but will otherwise grow new coconuts after a short time.

Coconut Palms can also be grown as Domestic Coconut Palms on a Crop field
Alpha 47D

**Version chronology**

**External links**

## Major changes

* Fixed chapel paralysis!
* Doubled cooked food production!
* Everyone is happier!
* Things are more optimized!

## The changelog

* balance: lowered desire to listen to sermons slightly
* rebalanced memory happiness for new workshifts system (upward, generally)
* lessened bureaucrat warning spam
* FIXED: if your standing with bandits changes away from hostile in the middle of a raid, the bandits will stop attacking (but will still be jerks)
* FIXED: civilians were not fleeing with appropriate aplomb from hostile Fishpeople
* FIXED: Military patrol job will no longer conflict with "squish vermin"
* FIXED (for real): Muskets use correct materials
* FIXED: vermin will no longer spawn inside buildings (which could cause Problems)
* FIXED (47B): carpentry workshop displayed owner's skill 1 lower than it should be
* FIXED: FSM index error when character aborted an office job that was accepted by another character
* FIXED: some slowdowns in 47C
* OPTIMIZED: pathing to object test
* OPTIMIZED: deleting a job was very slow, and since we deleted jobs every time we evaluated one in the main loop it was just awful
* TEST: doubled all cooked food output
Beta 54C

**Version chronology**

**External links**

* construction assignments will always be prioritized over other work assignments
* scrollbar track clicks are now more useful (sorry track clickers, we never do it, didn't realize what a sorry state that was in)
* changed more incidences of the term "work crew" to overseer
* reduced thought icon size so at high populations they're not just basically everywhere.
* improved nametag code, incorporated alert icons into nametags
* made interactive objects like rocks and trees have tooltips that are anchored and show up instantly rather than being on the cursor and having a delay. Some new players weren't seeing them at all, so this should improve their visibility.
* all instances of "work crew" have been changed to "overseer" to make difference between LC/MC chars clearer
* updated/improved costs of all gun lockers (can now build "Improvised Muskets" in Carpentry Workshop, can build "Ceramic Tripistols" in Ceramics Workshop)
* you will now be alerted if you build a building with no door
* naturalist now requires musket locker to hunt
* added additional safety checks to Rogue Stahlmarkian start
* hunger emote now more expressive
* building quality display improved
* "Rally" command now works (from Barracks ui)
* "Explore" command now works (from Naturalist ui)
* Naturalist's Office can now do targeted "Survey" and "Hunt" commands
* FIXED: increased range of Naturalist survey for minerals job so they wouldn't get stuck in the middle of the map doing nothing
* FIXED: a number of buildings that displayed the wrong cost in the buildings menu have been fixed
* FIXED: long-standing issue with wrapped text
* FIXED: janky scrollbar movement while the game is unpaused
* FIXED: wacky QoL tooltip offset
* FIXED: workplace limit display not being reset properly on save/load
* FIXED: scientists will now only use equipment inside their own laboratory
* FIXED: added check so traders won't leave and never come back, forever
* FIXED: Pub did not stock booze until ordered to
* FIXED: added check for scripterror when bandit group self-deletes
* FIXED: modules would suddenly stop working until demolished and rebuilt
* FIXED: crash in stamp area designation mode when an interactive object in the area is deleted (such as, say, setting fire to a mushroom)
* FIXED: misc other crashes
* FIXED: discrepancy of carpentry icon in command button vs. module category
* FIXED: Larch farms would grow orange cubes
Bushel of Bones

**Bushel of bones** are used to fertilize saplings and appease Quag'garoth the almighty. Produced by foraging bones from the environment. Currently, the only naturally-occuring bones are Aurochs Bones, left by Aurochs when they die.

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

## Description

**The Zeelich Gazette** is a newspaper published on Zeelich. Unlike other newspapers like The Inquirer, it is not a serious newspaper. Most likely it is a paper of the yellow press, as it was not focussing on Twinsen like the other newspapers did after Twinsen was recognized by a Franco guard on the Island of the Celebration, but rather tells about the life of Johnny Rocket.