recursal/Fanatic-Fandom huggingface dataset:
Revision 42B

**Version chronology**

**External links**

* colonists now can be assigned workshifts, and players can now force them to work overnight, which makes them very unhappy
* rewrote day/night cycle code to allow for different lighting options throughout the day
* stockpiles: characters now assess the closest stockpile to them at all times
* stockpiles: if a character can merge an incoming item with a container already in a stockpile, they will do so rather than dropping and doing it en route (as it were)
* workshops: a character will now do the next available workshop job to them at all times, rather than waiting for the current product type to complete; this also strictly obeys the workshop job order on the production list
* clicking on a building under construction pulls up an assignment beacon; the building construction can be cancelled by clicking on that beacon
* various typoes/grammatical inconsistencies/spelling errors fixed
* civilians no longer pull out knives & sabres in melee combat
* occult murder added for death cults
* added Prisoner trait
* added case for eating "starvation food" (to make a clear hierarchy of food colonists are willing to eat at various levels of hunger)
* added warning when burial job cannot complete due to full graveyard
* removed the Construction Crate that shows up when constructing a building
* balance: Foreign Intervention event has slightly more stringent requirements (so you won't get attacked super early)
* balance: slowed down growth/spoilage rate of, and reduced labor required to grow, cabbages and chillies
* FIXED (42A): colonists no longer try to "Shoo" vermin
* FIXED (42A): debug scripterror in bandit\_plunder\_major
* FIXED: scripterror in some cases when an agent attempts to drop an item due to death
* FIXED: if an assignment targeting an obeliskian is cancelled, it can be recreated
* FIXED: ghost bandit (after bandit joins your colony)
* FIXED: in some cases, non-colonist agents would be unable to path to edge of map
* FIXED: error when a cult leader drinks laudanum and decides to leave their cult
* FIXED: if starting NCO was assigned to a barracks, soldiers wouldn't train
* FIXED: assignment beacons now disappear when an assignment is cancelled from the jobs menu
* FIXED: assignment beacon "cancel assignment" X now works
* FIXED: cancelling a building assignment now removes the blueprint
* FIXED: error when Fishperson would attempt to talk to a piece of human flesh
Workshop

The **Workshop** - a sprawling, crude, generic production facility which cover a broad categories of industry (e.g. metals, woodworking, ceramics). A workshop take in a relevant set of commodity inputs and outputs any possible product that can be made with those goods, but far less quickly and efficiently than a Factory and somewhat less than an Artisan.

## Workshop types

* Carpentry Workshop
* Kitchen
* Ceramics Workshop
* Chemical Works
* Metalworks

## References

1. ↑ An Industrial Logistics Simulation for Everyone
Tiny Beetle

The **Tiny Beetle** is one of several types of insects that plague a new colony. These particular insects appear randomly, when a colony's mines randomly disturb an underground colony, triggering a surface swarm that may cause significant damage to crops.

* The various members of the beetle family.

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

A plant cultivated by cultists when they work on a Farm. In addition to occupying a space that would be growing an otherwise edible crop, Clawbulbs also upset non-Cult farmers when they attempt to remove them, thus making the colonist more susceptible to Eldritch Influences.

Will also grow when farms are exposed to blood from cultists or a fishperson.

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

## References

1. ↑ https://community.gaslampgames.com/threads/revision-35d-up.11675
Revision 35B

**Version chronology**

**External links**

## Mildly less broken

* started implementing new madness/cult system (note that this is NOT finished in 35B)
* BALANCE: bandit attacks ramp up more slowly over time, won't spawn armoured bandit in first few days, will never be more than one attack per day and they won't spawn next to colony, will tend to attack from land
* BALANCE: fishpeople attacks ramp up more slowly over time, won't see major attack in first few days, will never be more than one attack per day and they won't spawn next to colony, will tend to attack from sea
* FIXED: Random crash when deleting characters
* FIXED: Gray Box Trees.
* Fishpeople & bandit attacks reverted to creating an alert you must click on rather than an event popup.
* Updated the starting tutorial slightly
* Added the first few contextual tutorial events (these will appear if you do not prematurely end the starting tutorial)
* FIXED: disappearing decor modules, tables, chairs, other modules
* FIXED: various stockpile issues with load/save and replay (and some design decisions that are just poor, really.)
* FIXED: zinc smelting errors
* FIXED: game crashes in credits menu on OS X
* FIXED: paragraph rendering UI widgets now support newlines.
Overseer House

The **Overseer House** A home for Overseers, Adds base +1 Overseer population capacity (max 4 or 5 with Rare Painting)

If no middle class beds are available, they will sleep on a vacant lower class bed, but will not get full satisfaction from it.

### Amnities

 Quality of +6 or better
 Rare Painting | +2

### Modules

* Practical Door
* Practical Bed
* Practical Chair
* Practical Table and Chair Set
* Fancy Window

### Decor

* Rare Painting
* Practical Cabinet
* Middle Class Rug
* Wood Plinth
* Exterior Lamp
NCO

A NCO is the leader of a military squad (work crew), and are the overseer of the soldier group. They are identified by having gold-colored epaulettes, a blue sash around their waist, and a single white sash across their shoulder, while the common Footsoldier has two in a crisscross pattern. NCOs and their squads will perform most jobs (farming, foraging, hauling, etc.) with the exception of workshop jobs since they are not available in the dropdown workshop assignment list. As members of the soldier group, they will try to pick up a weapon and twenty rounds of ammunition from the stockpile to complete their loadout. NCOs are slightly more likely than footsoldiers to draw a pistol from the stockpile for their loadout.

### Regular NCO

Regular NCOs are identified by their red uniforms, and are more skilled at combat than their Militia counterparts. Any colonists with the Military Training trait added to a NCO's crew will become regular footsoldiers, while a colonist added without the trait will become a Militia Footsoldier, and have a brownish uniform instead of the standard red. All regular NCOs themselves also have the Military Training trait as well. If a civilian overseer with the trait is conscripted, they will become a regular NCO.

If by some grave misfortune a colony should lose its only remaining NCO, the Colonial Ministry will give you the option to receive another one after a 1-2 day delay.

### Militia NCO

While not as skilled or hardened to danger as the regular NCO and footsoldier, when additional firepower is needed (e.g. Bandit attack, Fishman raid), a civilian overseer and their crew can be conscripted into service with the 'Conscript Unit' order.
Like the regular NCO, any colonists with the Military Training trait added to a Militia NCO's crew will become one of the more skilled regular footsoldiers with a red uniform, while a colonist added without this trait will become a Militia Footsoldier, and have a brownish uniform.

To avoid the anger that Militia members can feel upon being conscripted, it is recommended that those conscripted have one of either the Brutish, Foolishly Brave, or Of Criminal Element trait, as these characters have more past experience and comfort with violence, and don't mind being ordered to do the dangerous work required to keep the colony safe.

If you lose your last Militia NCO, there is no event to receive another one from the Colonial Ministry, however, you are free to conscript another one and their crew from the civilian list of overseers.
Lore

## World Powers

### 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.

### Grand Duchy of Stahlmark (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.

### Mechanical Republic (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.

### Newrusian Empire (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.

## Trivia:

* The Novorus Imperiya even if it's a Tzarist Empire based on the real world Russian Empire the Novo in Novorus (meaning New Russian) and the Mentions of "novyrussian choral music." in the Communist Trait description could mean that the Empire is Communist could also explain the need to be in a ever-travelling fortress-train.
Stack of Paper

**Stack of Paper** used in the Foreign Office and Naturalist's Office, as well as the Training Academy.

Colonists in the Foreign office use paper in the production of diplomacy points.

Colonists may create paper in the Carpentry Workshop, at the Workbench, consuming five Planks to create one Stack of Paper.
Mine

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

The **Mine** is an office that allows for the extraction of minerals from deep in the ground, introduced in Revision 35. Like the Chapel, it is an 'office' type building, which does not allow the assignment of specific jobs - rather, the Work Crew assigned there will automatically go about the duties associated with that building.

The mine allows the construction of the Mineshaft Module MK I, which take the form of a large mine elevator attached to one of the mine's flat edges. Members of the mine's work crew will enter the module and disappear for a time. Mine's should be built on areas where a Naturalist has identified valuable deposits, such as Hematite, Malachite, Sphalerite, Sulphur, etc. Most of the time miners will bring up the resource the mine was built over, but from time to time they'll bring up random substances like clay, peat, and sand.
Revision 41C

**Version chronology**

**External links**

* items may now be forbidden and claimed using the click-drag interface; forbidden items turn red
* balance: Naturalists will prioritize player-ordered Mineralogical Surveying over player-ordered Exploration Beacons
* balance: crops now output 1 item, dropped immediately to ground
* farm field max dimensions doubled
* stockpile max dimensions limited to 7x7 (in anticipation of stockpile mechanics improvements)
* added military skill to replace "Military Training" trait (more work coming on this)
* tooltips now offset to account for cursor size when set to follow the cursor
* overhauled work crew window to remove unnecessary information, increase readability, oppress the lower class (in-progress)
* edited faction and commodity window sizes
* colonists will abort hugging more accurately
* added a small pile of new desires for colonists
* the "no' option will now be the first option for the "criminal goods" event
* removed NCO/Overseer option from middle class immigration
* ai\_agent missions that target civilization will now aim closer to civilization
* added "Idle Suspiciously" job for foreigners
* added "mysterious figures" icon to mysterious situations
* added Prisoner backgrounds
* added Barracks (assign workcrew to conscript them)
* added concept of training to barracks: assigned NCO will order militia soldiers to "get swole" so they become proper redcoats
* assignment beacons now correctly display the work crew name and subtasks
* tooltip over assignment beacon now tells you the name of the job, the work crew doing the job, and the # of tasks remaining in the job
* FIXED: non-player ai agents will now correctly delete their carried weapons or items when despawned
* FIXED: various issues with Bandit attacks not finding their target
* FIXED: corpses thinking they weren't in the world and thus messing up burial jobs
* FIXED: non-colonist ai\_agents did not interrupt jobs correctly
* FIXED: issues with bandits fleeing back to their camp
* FIXED: bandit gang defeat scripterror
* FIXED: bandit hostility state toggles for ALL bandits on the map whenever a decision is made about them
* FIXED: if a tag can be filled by multiple objects with the same utility, we now pick one at random rather than just the last one. (This mainly shows up in the distribution of where people sleep, as well as other issues which hopefully won't stick in loops.)
* FIXED: slowdown in work party menu with > 100 colonists
* FIXED: item ownership for lots of items
* FIXED: items will only stack with other items if they have a common owner (for now)
Laudanum Fiend

*" This character places a higher priority on finding, acquiring, and consuming laudanum-flavored beverages."*

Laudanum Fiend is one of the character traits in Clockwork Empires. Colonists who drink too much Laudanum may become Laudanum Fiends.

## Effects

* Laudanum Fiends get much less effect from drinking Laudanum
Traits

Traits modify a character's understanding of the world and their interaction with it, this means that they will be more or less likely to do certain actions. For example having Military Training makes a colonist less inclined to flee from combat. Every character is assigned between one and three traits, with middle and upper-class usually getting more.

## List of Character Traits

* Absent-Minded
* Adaptable
* Adventurous
* An Inordinate Fondness for Beetles
* Bee Fancier
* Big Game Hunter
* Brutish
* Common Mingler
* Communist
* Craven
* Doomed
* Drunkard
* Easily Influenced
* Enthusiastic Amateur
* Epicurean
* Fishy Behavior
* Foolishly Brave
* Gregarious
* Hale and Hearty
* Hat Enthusiast
* Heavy Sleeper
* Hermit
* Highly Focused
* Industrious
* Ironborn
* Interest in Exotic Wildernesses
* Jack-of-all-Trades
* Laudanum Fiend
* Lazy
* Light Sleeper
* Maddened Intellectual
* Materialistic
* Military Training
* Morbid
* Mushroom Lover
* Oblivious Worker
* Obsequious Bootlicker
* Of Criminal Element
* Organized
* Pigeon Fancier
* Pioneering Spirit
* Reclusive
* Romantic Inclination
* Rustic Disposition
* Scholarly
* Seminary Training
* Spiritually Inclined
* Staunch Traditionalist
* Stonesense
* Strange
* Patriotic
* Professionalism
* Voracious
* Woodtouch
* Xenophobic
Revision 33B

**Version chronology**

**External links**

## Changelog

* FIXED: listening to a sermon caused colonist's bodies to explode
* FIXED: fishpeople can be butchered through left-click orders
* FIXED: people running away forever, probably
* FIXED: boolean values were not being weighted correctly with negative weights
* FIXED: OS X Lua errors
* FIXED: nighttime job weighting now works correctly!
* Population counter is now the "Colonists" button.
* added Spinning Mule (though it doesn't animate yet)
* sleep can be interrupted by gunfire/explosions/combat
* sleep being interrupted will create a negative memory
* further overhauling of sleeping/hunger & related activities rebalanced
* job made to dump undesirable corpses outside of 'civilization' area
* flax straw now has an icon (plus some other tools & commodities)
* resized fishy idol
* new hematite node textures
* new hematite commodity model/texture
* cancelling a building now removes the building footprint
* building footprints now stored in game spatial dictionary, as well as their platform heights
* added new zone control panel stuff, started hooking this up for farms
Vicar

A vicar is a holy person sent by the empire to lead you colonists in their prayers. They function as an Overseer with their own work crew, and will perform normal tasks such as hauling or farming. A vicar may be appointed by assigning an Overseer and Work Crew to a completed Chapel.

Vicars will lead colonists in prayer, which will create happy memories. However keep an eye out for corrupted vicars as they will promote Madness, and thus Cultism instead.

* A vicar arrives. No longer used in-game.
Revision 39B

**Version chronology**

**External links**

* added Obeliskians (in-progress)
* Workshops: All workshop logic completely rewritten from scratch. Workshops are now evaluated as part of the C++ job loop; we create a workshop assignment when/if we can do the job, and we will now always actually obey the ordering in which jobs are given to the workshop by the user.
* UI: The job which a workshop is currently doing is now displayed in the workshop panel.
* UI: The output that the current work party will produce using the current equipment in a workshop is now displayed in the workshop when mousing over the product.
* animals can make more sounds now
* butchered humans will now leave a skeleton behind
* added "fishpeople butchered human" crisis event
* balance: moved "Make Gunpowder" from Metalworks to Chemist
* balance: when a module breaks, it should become inoperative immediately rather than having an intermediate broken but still working state.
* balance: smithing forge now requires iron ingot rather than iron plate
* balance: Deathwurms on start position are now shoved to the side
* FIXED: crash in gameRequireToolUses if user not holding a tool
* FIXED: smoke now consistently turns off when an oven is complete or a module has finished production.
* FIXED: jobs not correctly removed from assignments in jobs UI window after saving and loading a game; can cause "jobs that are never completed", "multiple people doing the same job", etc.
* FIXED: a second, totally different issue with oven smoking not finishing; this time after a load and save.
* FIXED: crash trying to set up a nuked locked job instance
* FIXED: some character events not firing
* FIXED: game-side commodity count not being saved and loaded correctly (probably causing standing orders to go berserk)
* FIXED: allied military soldiers immediately bayonet each other upon arriving in colony
* FIXED: foreign military will properly retaliate against hostile animals
* FIXED: some foreign military jobs did not properly interrupt low priority jobs
* FIXED: fishpeople will no longer be stuck in buildings if you build one around them (but will now path through doors - sorry!)
* FIXED: lingonberry preserves are now edible again
* FIXED: various minor typos in events
* FIXED: scripterror when cult leader died under certain circumstances
* FIXED: some explosion sounds were only using default sound
Wild Grapevine

*"A large, fruiting vine that grows in many areas throughout the world. It can be harvested for a tasty snack or, it's fruit turned into wine."*

Wild Grapevine is a flowering plant, it can be gathered by creating a forage job to get Bushel of Grapes

Grape can also be grown as Domestic Grape Vine on a Crop field
Long Pork Pie

*"As they say, 'Rest in pastry...' "*

Long Pork Pie is a Food item produced by cooking Long Pork with a Bag of Wheat Flour and a little Sugar, made in a Kitchen at the Oven.

The Long Pork Pie recipe has a rather high yield, making it very good at keeping hunger at bay, but the taste is a bit "familiar". The sweetness of the dish will make it a nice meal for the common colonist, but they just might have trouble with the cannibalism involved.

"Exotic Cooking" technology is required to cook Long Pork Pie

Aristocrat prefered
Autsurabin

Die Informationen aus diesem Artikel sind auf dem Stand vom 31. August 2021.

*Das Thema dieses Artikels ist aus dem Prisms Update.*
Die Informationen aus diesem Artikel sind auf dem Stand vom 31. August 2021.

 Typ

**Autsurabin** ist eine Galaxie.

## Zusammenfassung

**Autsurabin** ist die 37. Galaxie im No Man's Sky Universum.

The Fade und das galaktische Zentrum sind grundlegende Bestandteile jeder Galaxie. In Autsurabin erscheint das Zentrum türkis.

Diese Galaxie kann erreicht werden durch:

* **Warp-Reise** - Die Spieler beginnen hier mit einem abgestürzten Schiff, nachdem sie das Zentrum der Nipikulha Galaxie erreicht haben.

## Regionen Kategorien

Regionen können anhand des Präfixes oder Suffixes kategorisiert werden, das dem prozedural erzeugten Namen hinzugefügt wird (∗ markiert seine Position). Es können auch Namen ohne Präfix oder Suffix auftreten.

1. \* -Adjunkt
2. \* -Leere
3. \* -Weite
4. \* -Terminus
5. \* -Grenze
6. \* -Rand
7. \* -Cluster
8. \* -Masse
9. \* -Band
10. \* -Wolke
11. \* -Nebel
12. \* -Quadrant
13. \* -Sektor
14. \* -Anomalie
15. \* -Zufluss
16. \* -Instabilität
17. Meer von \*
18. Der Arm von \*
19. \* -Arm
20. \* -Untiefe

## Zivilisierter Weltraum

* InExCor hat Außenposten in mehreren Regionen.

## Galerie

* Abbildung ohne Banner
*PS4 03.04.2019*
* Vor-NEXT Eintrittsmeldung
Trade Office

**Trade Office** enables trading with other factions or with Clockwork Empire traders. This office does not use a workplace slot and you don't need to assign a Work Crew to it. You will need to decor it to attract larger groups of traders.

## Trade

Currently it is not possible to improve the price of the items, you can however dramatically increase your wealth by producing finished items out of raw materials. Raw food and cooked food is not tradable, tinned and canned products can be traded.

A list of tradable products is always accessible in the Trade Office. When traders arrive, their goods appear in the Trade Office as well, allowing you to barter the desired materials. The amount of foreign traders in a trade group (and therefore the variety of goods) depends on the improvements in your trade office; it starts with 4 traders and can grow up to 14.

## Amenities

 Quality Above +2
 Quality of +6
 Bureaucrat's Desk | +3

## Modules

No special modules are required to trade. Certain modules are needed to increase the amount of traders (see above).

Allowed modules:

* Bureaucrat's Desk (not Standing Desk)
* Chalkboard - no known function
* Bookshelf (not Fancy Bookshelf)
* Fancy Window
* Rare Painting

## Decor

Allowed decor for the Trade Office:

* Stained Glass Window
* Ornate Cabinet
* All Shrines
* All clotheslines
* All rugs and carpets
* All pots
* All wall-mounted heads
* Barometer
* Large Pipe and Valve
* Vent
* Pipe Cluster
* Barbershop Pole
* Exterior Lamp
Raw Aurochs Steak

*"A big 'ol slab of aurochs meat."*

An asset not currently in use, Aurochs instead drop Raw Steak (and Aurochs Bones) upon death.

The bloody flanks of a delicious Aurochs. May be cooked in a Kitchen to produce a Cooked Aurochs Steak. Also an ingredient used in Stew and Meat Pie.

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

**Madness** is a thing that will trigger cult-like behavior, as well as other behaviors too. Ranging from walking into the sea, never to return, except as a different person than you once were, to just plain old murdering people with a nearby agricultural implement.

Objects have madness, buildings have madness, characters have madness. A mad architect will make mad buildings that make people go mad in them when they work.

## References

1. ↑ Clockwork Empires first video released, dev team explains key systems
Sleep

Every once in a while, your colonists will need to sleep. They will sleep anywhere, but will prefer to sleep indoors in a bed. If no available bed can be found, they will sleep on the floor of any building. Beds are a sub-category of Modules that allows for the best sleep. Colonists will prefer beds that are aimed for their social class, so for instance aristocrats will prefer Upper Class Beds.

Right now sleeping only removes a colonists desire to sleep, and it is unknown if it is intended to have other purposes in the future.

An interesting phenomemon stems from all the initial colonists spawning with full energy and will thus all want to sleep at approximately the same time after a day, leading to a very noticeable gap in productivity. It gets less pronounced as the game progresses and new colonists immigrates.
Revision 34B

**Version chronology**

**External links**

* FIXED: sudden lag when placing buildings or creating modules.
* FIXED: civilization maps now computed correctly
* added loading screen.
* Q and E now rotate the camera left and right
* SHIFT-Click now places multiple modules at once.
* FIXED: soldiers now actually move to rally beacons
* All work crew filters are disabled when a unit becomes conscripted. Filters are then reset to the default when conscripting a unit.
* Ownership: objects can now be marked (internally) as being "owned" or "not owned" by a player ( or other group, i.e. bandits )
* added sounds to airdrop crate
* added Zzz particles to sleeping
* renamed some modules to show clear progression of materials ( eg. stone oven -> iron oven )
* added bamboo farming (for timber)
* balance: immigration and favour events fire less often
* FIXED: bamboo (in the wild) wasn't using "small" variation
* FIXED: colonists no longer believe that raw coconuts are a cooked food
* balance: removed starting naturalist (you must earn one via favour)
* removed extra pouches from the Scientist models (with apologies to Rob Liefeld)
* FIXED: starvation was checking a value 10x what it should have been
* FIXED: typo in "Make Gunpowder" job
* FIXED: we now check whether we are in the same connected component (or not) as items when using them to fill gameSimRequireGameObject requests (this helps fix the case where individual units go nuts not being able to get to materials)
* FIXED: Doors now render 1OU above the building footprint as ghosts, so they won't clip through the building any more.
* balance: added more timber to tropical biome
* added module damage: after module is used some number of times it becomes damaged and requires repair using a random material used to build the module
* soldiers do pushups
* supply drop event will no longer inform you that you've requested zero items when you forgo a supply drop
* starting supplies now drop from the sky (look out!)
* balance: made animals less hungry on gamestart
* balance: made colonists less hungry on gamestart (unless they're criminals)
* dust particles effects made more dusty
* FIXED: "forage due to starvation" job wasn't triggering
Saskatoonberry Bush

'"A Bush that grows edible berries"

A leafy bush with clusters of blue berries that grows naturally in the wild. A Bushel of Saskatoonberries can be obtained from a Saskatoonberry Bush by creating a Forage job.

* A Saskatoonberry Bush growing inside the colony with berries.
* A Saskatoonberry Bush growing inside the colony, without berries.
Revision 35C

**Version chronology**

**External links**

## Engine/misc

* FIXED: game immediately goes from battle music playing to pegging the discovery music and not moving
* CPU side optimization to render backend; removed unnecessary matrix calculations etc
* implemented brushfire search for moving characters into civilization

## Nature

* balance: made stone nodes provide more stone
* balance: made clay node clusters more numerous
* artifact discovery now gives discoverers name in ticker
* balance: made trees take way longer to chop

## Events/gamestart

* position of event window remembered between events
* balance: added more building materials to gamestart
* balance: pushed bandit and fish attacks back to day 2 (as they'd appear in night 1, which is a bit soon)
* "call favour" event won't appear unless you have enough prestige to do anything with it
* added madness/cult contextual tutorial
* cleaned up the starting tutorial infodump now that we have some contextual tutorials
* criminals immigrants have a chance to want to start a cult
* criminals sent to your colony may now be slightly mad
* colonists should no longer spawn in water at gamestart
* fishpeople menacing should spam less alerts
* FIXED: some zoom-to alerts didn't zoom-to

## Buildings/workshops

* implemented real building material cost system
* added "upgrade pistol to revolver" job
* added revolver icon
* FIXED: standing orders of glass panes broken
* added coal icons to smelting job tooltips (because smelting takes a carbon source now)
* FIXED: an office w/ dead overseer displayed an alert with incorrect title text

## Characters

* added "drink curative" for curing madness (colonist will drink Laudanum or Sulphur Tonic to relieve maddening thoughts)
* balance: reduced desire to drink booze across the board because it was impossible to maintain stocks
* UI: work crew display now really displays # of idle work parties, not # of active work parties
* drinking laudanum has a small chance of turning a character into a Laudanum Fiend
* "building materials to be dropped off now show in tooltip

## Combat

* all combat code rewritten to use state machine tiers to determine combat operations
* FIXED: animals fighting animals will no longer trigger combat music
* FIXED: bandits and fishpeople have to reload guns now, for real
* characters will load their guns upon gamestart

## Cults

* cults will announce their name in ticker upon formation
* cults will announce new members to game ticker
* cults will do recruitment at night, and only one initiation per night max
* cultists who witness an occult ritual will be made happy
* added alert upon cult formation
* studying eldritch artifacts may increase madness and/or inspire cults
* people invited to a cult will decide whether to join or not based on traits, madness, and relationship w/ cult leader
* cultists who are invited to join another cult will become offended
* cultists who are invited to join a cult they're not in will become offended
Lingonberry Field

Harvest output: | 12 units

**Lingonberry Field** is a crop field of Lingonberry. When harvested, it produces Bushel of Lingonberries. Bushel of Lingonberries is raw fruit but 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

* Farmers in a Lingonberry Field on a cold spring day.
* Farmers tending flowering Lingonberry Bushes at the field
Revision 34A

**Version chronology**

**External links**

## Right. Holidays are over! BACK AT IT.

* enabled minima for utility calculations for most character jobs (This may change job behavior quite a bit while we sift through it.)
* Added new internal tool for balancing job requirements and utilities (this is super cool for us and will ultimately mean a better-balanced game experience for you).
* Added new flag to require\_gameobject for "just use the closest thing already, and don't try to muck about with utilities"
* Added new code to handle interrupts with a whitelist, so that we aren't constantly evaluating things (in english: performance should potentially be improved)
* Fix-up pass through particle effects
* Clicking workshop icons in workshop window now zooms to workshop location
* FIXED: work crew panel slowdown, take II
* FIXED: "not enough logs to build gabions despite having lots of logs" bug
* FIXED: colonist panel slowdown
* FIXED: disappearing hair bug
* FIXED: Slowdown with large numbers of characters testing for interrupts, caused by round trips to and from Lua system code
* FIXED: save game crash caused by having dirty objects in the rendInteractiveObjectClassHandler cleanup list when you save (we think)
* FIXED: building grid disappears when switching between two building types
* FIXED: "Show all commodities" filter now toggles to "Hide All Commodities" as well
* FIXED: UI gets cut off in work party menu switching from all workers to military sometimes
* FIXED: added "walls down" building display mode
* FIXED: current building display mode now apply to newly created buildings
* balance: reduced clumping of ore nodes in certain jungle biome
* some cleanup of character hair models & model defs (more varieties of hair should show up)
* unique macroscope use animations added
* FIXED: de-assigned science workers wouldn't give up their uniforms
* FIXED: some incorrect icons for eating human flesh
* FIXED: hunger no longer goes negative after character eats when not very hungry
* FIXED: colonists would beat up dead bandits, calling it a "melee counterattack"
Sugarcane Field

Harvest output: | 50 units

Sugarcane Field is a crop field of Sugarcane Plants. When harvested, it produces Cut Sugarcane.

Cut Sugarcane can be processed in a Kitchen, into Sugar Loaf and Bucket of Molasses at the Assembly Workbench and Guarapo at the Brewing Vat.

## Gallery

* Farmers working in the sugarcane field.
* Sugarcane field almost ready for harvest.
Revision 38B

**Version chronology**

**External links**

## Engine (kinda)

* Autosaves are in, set to autosave every 10 minutes.
* FIXED: buffer overflow crash in fog of war
* FIXED: crashes when characters are deleted with emotions

## Characters

* added new sleep system (day 1: sleep in bed, day 2: sleep on floor, day 3: sleep on ground)
* characters can now punch each other and cause tantrum spirals of punching, and this is almost certainly under- or over-tuned
* Social jobs have been rebalanced. (Many more are planned, as there is still a relatively small number of available options to characters until buildings are constructed & economy started.)
* FIXED: minor nerve-stapling bug
* hooked up new 'unskilled reload' animation
* balance: altered calculation of colonists' willingness to take part in cannibalism
* FIXED: an insidious drop\_item scripterror
* added new social jobs: "inspect food, inspect body, cower inside building"
* Communists are now upset by upper class sympathy
* Fixed typos in laudanum-themed character history string
* if really hungry, people will attack animals for their meat
* if really hungry and mad/has certain traits, people will attack people for their meat
* frontier justice is now only auto-applied AFTER a murderer hits someone with a weapon, not before
* added terrible memories for very hungry/starving people
* eating raw\_meat now requires a higher level of hunger than other raw\_foods
* some traits are now restricted to certain social classes
* fixed some cult prefix string typos

## Combat

* fishpeople weapons now properly delete themselves when dropped

UI
--

* Options menu is back, but the options which weren't being used/tested properly have been removed. Currently only allows on/off for music and for autosaves.
* emotes for conversations are back, but are now limited based on zoom level. (We'll probably put in a keyboard command to disable all of these for screenshots)
* FIXED: size of work crew portraits in work party UI now has no blank space
* FIXED: selection of trees and other static props is now triangle-accurate
* Clicking a module in the module placer mode now brings up a choice: move the module, or delete it. Modules that are built cannot be moved, and can only be deleted.
* added "need\_sleep" and "explosion" icons, redrew "propeller" icon.

## Economy/Building

* Added deletion of individual models
* FIXED: handful of memory corruption bugs when moving modules
* Moving a module to an invalid location (say, taking a door and dragging it off into space) will now snap the module back to its original location and parent and not move it.
* stacked commodities now respect stockpile filters
* selected objects in an assignment beacon now tint blue, highlight
* FIXED: script error on building demolition (multiple script errors, really)
* balance: greatly reduced gabion construction time
* FIXED painting scripterror

## Events

* New Prestige Favor: "Airship overflight"
* Fixed bug with "ominous dreams" event
* fixed typos in Bandit spawn event & tutorial
Logs

**Logs** are produced when colonists perform a chop down job on a tree. This resource is mainly used in the construction of buildings and to produce planks at the Carpentry Workshop. It can also be turned into Charcoal at a Refinery.

Trees produce varying amount of logs and some do not produce any when chopped down.
Gamma Quadrant

Die Informationen aus diesem Artikel sind auf dem Stand vom 16. Juli 2020.

*Das Thema dieses Artikels ist aus dem Crossplay Update.*
Die Informationen aus diesem Artikel sind auf dem Stand vom 16. Juli 2020.

Der **Gamma Quadrant** ist einer der vier Quadranten der Galaxie.

## Zusammenfassung

Der Begriff **Gamma** Quadrant ist zum Synonym für den unteren linken Teil der galaktischen Karte geworden, wenn man ihn auf der iVc Quadrantenkarte betrachtet.

Das Gebiet umfasst alle galaktischen Koordinaten unterhalb von Prime gHorizon 0800, links von Prime gMeridian 0800 und von gAltitude 0000 bis 0FFF.

## Hintergrund

Ursprünglich als **iVc-Quadrant** für die galaktische Kartographie entwickelt.

Als die Spieler in andere Galaxien expandierten, wurde das Quadrantensystem auch für die Navigation dort übernommen.

## Zusätzliche Informationen

die vier Quadranten:

* Alpha Quadrant
* Beta Quadrant
* **Gamma Quadrant**
* Delta Quadrant
Maize Field

Harvest output: | 10 units

**Maize Field** is a crop field. When harvested, it produces a Bushel of Maize. It is often referred to in some circles as "corn". Bushels of Maize can be processed by colonists in a Kitchen, provided the kitchen has an Oven or Brewing Vat

## Gallery

* Some maize farms showing every stage of the plant.
Pioneering Spirit

*" This character is happiest outdoors, pioneering, in the pioneerscape. They work with animals, dead or alive."*

Pioneering Spirit is one of the character traits in Clockwork Empires. Starting characters are always pioneers.

## Effects

* Significantly less picky about quality of life, especially about sleeping outdoors.
* Generally resilient, especially to harsh climates.
Queen

The **Queen** is the sovereign ruler of the Clockwork Empire. Cog save the Queen!

Scholars, which have mysteriously disappeared, have theorized that the Queen was possibly afflicted by psychopathy, which caused her to take pleasure from others' suffering. This explained the fact that new colonies were always conveniently set up near fishpeople and Quag'garoth-the-almighty-one-harbinger-of-death-and-destruction-crusher-of-settlements-and-colonist-gourmet.

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

The **Standalone Machine** - a single machine that does one thing. For example windmills (to harness the power of wind for The Empire), water pumps (to pump water), boilers (to make water into Perfectly Safe steam), charcoal kilns (to make useless forests into useful charcoal), and other such devices that serve to carry out specific functions or commodity transformations.

## References

1. ↑ An industrial logistics simulation for everyone
Lingonberry Bush

'"A Bush that grows edible berries"

A leafy bush with clusters of red berries that grows naturally in the wild. Bushel baskets of lingonberries can be obtained from a Lingonberry Bush by creating a Forage job. Each time berries are harvested from a bush, there is a chance it will become exhausted and no longer replenish berries. If not exhausted, a recently harvested bush will change its appearance to a leafy green bush with no berries, until it replenishes. It has a 60% chance of getting exhausted.

Lingonberry Bushes can also be grown as Domestic Lingonberry on a Crop field

* Lingonberry Bushes prior to revision 32C
Revision 40B

**Version chronology**

**External links**

* soldiers without weapons and sufficient morale will use a knife or sabre or whatever they're holding to fight in melee combat
* added Naturalist's Office
* workers will wander near their overseer if idle during the day
* "Call Favour" event will no longer appear if you can't afford any favours
* removed the bit of the tutorial that said you must shoot fishpeople
* balance: landmine crafting output tripled
* balance: bandit, fishpeople, foreign attacks should no longer show up so early
* balance: lowered morale threshold for retreat (requires more negative morale to trigger retreat jobs)
* balance: lowered chance of receiving aristocrats during immigration
* balance: added 3 pistols to all loadouts that start with supplies
* FIXED 40A: scripterrors related to cults and nightfall
* FIXED 40A: scripterror related to bandits fleeing
* FIXED: sabre used incorrect attack animation
* FIXED: cannot clear stumps after tree chopped (broken in 40A)
* FIXED: gear for clicking on individual objects sometimes appears in the wrong place
* FIXED: some objects cannot be interacted with after save/load
* FIXED: issues with stockpile UI
* FIXED: issues with office UI
* FIXED: issues with scrollable list boxes.
* FIXED: various issues with despawned characters
* FIXED: you will no longer get middle-class immigrants from the "more immigrants" immigration option
* FIXED: people's heads popping off when you conscripted them into the colonial militia
* FIXED: ore tutorial won't fire when you mine clay (which is not an ore)
* FIXED: characters would stop animating when their model was changed due to skill
Indium-Antrieb

Die Informationen aus diesem Artikel sind auf dem Stand vom 16. Juli 2020.

*Das Thema dieses Artikels ist aus dem Crossplay Update.*
Die Informationen aus diesem Artikel sind auf dem Stand vom 16. Juli 2020.

 Typ
 Aktualisiert

**Indium-Antrieb** ist eine Raumschiff-Technologie.

## Zusammenfassung

**Indium-Antrieb** ist eine Raumschiff-Technologie und ist das dritte Upgrade des Hyperantriebs. Er ermöglicht das Warpen zu blauen Sternensystemen.

Im Raumschiff des Spielers muss der Emeril-Antrieb installiert sein, da Emeril nur in grünen Sternensystemen zu finden ist.

## Spielbeschreibung

Verbessert die Berechnungsmatrix des Hyperantriebs, was temporäre Anomalien beim Versuch, seltene blaue Sternenkörper zu erreichen, verhindert.

Es wird empfohlen, dass der Nutzer über die galaktische Karte auf die Hyperantrieb-Systeme zugreift.

## Quelle

Der Bauplan kann von Iteration Hyperion auf der Weltraumanomalie für 200  erworben werden.

## Bauen

Indium-Antrieb kann mit einem Bauplan und den folgenden Bestandteilen hergestellt werden:

* Emeril x250  +   Kabelbaum x5  →   **Indium-Antrieb**

Indium-Antrieb kann mit den folgenden Bestandteilen repariert werden:

* Emeril x125  +   Kabelbaum x2

Indium-Antrieb kann nach der Konstruktion zerlegt werden und liefert folgende Bestandteile:

* **Indium-Antrieb**  →   Emeril x125  +   Kabelbaum x1

## Upgrade-Verlauf

* Hyperantrieb
* Cadmium-Antrieb
* Emeril-Antrieb
* **Indium-Antrieb**

## Zusätzliche Informationen

* Funktioniert nach der Installation automatisch und benötigt keinen Treibstoff oder Aufladung.
* Gewährt einen Bonus auf die Hyperantriebsreichweite, wenn das Aufrüstungsmodul neben dem Hyperantrieb oder anderen Antriebsmodulen des Schiffs installiert wird.

## Versionsgeschichte

* NEXT - Als Technologie hinzugefügt.
* Visions - Symbol geändert.
* Beyond - Bauplan geändert, Technologiemodul wurde umbenannt in Kabelbaum.
* Crossplay - Beschreibung geändert.

## Galerie

* Informationstafel
(Crossplay)
* Informationstafel
(Beyond)
* Bauplantafel
(Visions)
* Bauplantafel
(NEXT)
Lacquered Planks

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

 Type: | Building material

**Lacquered Planks** are a building material commodity made from Planks and Bucket of Lacquer at a Chemistry Workbench in the Chemical Works. It is used for building various modules such as **beds, chairs and some workstations**.
Revision 37D

**Version chronology**

**External links**

## Gamestart

* seven dwarves mode 'cause yolo
* added clay & stone near-ish to starting spots
* and so reduced starting resources
* added guaranteed extra muskets at start
* no (live) fishpeople should appear in (immediate) vicinity of a tropical gamestart

## Characters

* added concept of rivals/enemies to characters
* angry citizens may occasionally smash a commodity in anger.
* added new military idle: Stand at attention
* cultists will attempt to preach The Occult (and spread madness)
* balance: upper class characters are much more persuasive when recruiting for cults (class-relevant traits ie Communist also apply to this logic)
* added ability to lose a friend (& associated sad memory)

UI
--

* added progress bars to farming
* added progress bars to construction jobs
* Fixed: the contextual module tutorial appearing more than once
* upgraded the old food icon to not be all pixelated (THANKS CHRIS)
* messing around with size of Work Crew subpanels (in progress)

## Zones/Buildings/Jobs

* farming time now uses farming skill
* FIXED: fishpeople butchering orders
* FIXED spoiled crops being unclearable
* FIXED: place gabion error + added progress bar to job

## Events

* Fixed: an error in "Research Family Tree" event
* all events now have a default choice "timeout" so will eventually proceed whether or not you react to them
* events that give randomized items (plunder, etc) now tell you exactly what you got in the ticker
* attached all airdrop & immigration events to airdropmast, if player has one active
* FIXED: scripterror in bandit\_spawn when selecting "don't shoot them"

## Combat

* soldiers will grab gun instead of fleeing if both enemy AND weapon is in range and morale is high
* tweaked how reloading animation was set so civilians who have a very long reload time don't look like they're idling
* FIXED: stuff getting really weird with corpses after they're moved to another position
* successfully escaping enemies will make people ... well, not happy really, but slightly less upset at least.
* FIXED: militia was confused about what jobs to take in some cases
* FIXED: scripterror in bandit\_group when bandits are killed
* redcoats favour NCO starts with a pistol
Flagship

Flagship is a real-time strategy game for Windows, Mac and Linux platforms from Manchester-based Urban Logic Games. The game is played from a first person perspective. Command your fleet from the bridge of your ship, explore the stars and expand your territory. The game is being built from the ground-up to be played with the Oculus Rift, though it can be played without one.

## History

Flagship started out life as a mobile game inspired by the final battle in Wrath of Kahn, but a combination of factors lead to the game being restarted as a desktop title built for the Oculus Rift. The general aesthetic of Flagship is heavily influenced by science fiction old and new, and its core game mechanics are a melting pot of influences ranging from Homeworld to Total Annihilation.

## Features

* Build and command your fleet from the bridge of your flagship
* A galaxy full of enemies to conquer
* Ships in your fleet gain experience
* Native Oculus Rift support
Ominous Shrine

*"This does not match any known piece of architecture in the Ministry of Colonial Architecture's blueprint collection."*

Ominous shrines are built by cultist colonists, using previously harvested planks and stone blocks.

A player will see "A creepy shrine is being constructed." in the Notification Window. shortly before construction is completed. Shrines are usually constructed near the boundary of the fog of war. Shrines will only be constructed by Cults that contain three or more members. Non-cultists will become upset if they witness Cult worship at a shrine, and cultists will become ecstatic.

A Cultist who is **Performing the Act of Murder** will first go to a shrine to retrieve a Ritual Dagger, before attempting to re-enter town to murder colonists.

* Two shrines next to a chapel.
Flagship Wiki

About Flagship
*Flagship* is a real-time strategy game played from a first person perspective from Urban Logic Games. Command your fleet from the bridge of your ship, explore the stars and expand your territory. The game is being built from the ground-up to be played with the Oculus Rift, though it can be played without one.

Featured images
mw.loader.load('ext.slideboxlightshow');*

Matt and Brad on Twitter

Featured video

Community
We are currently maintaining 191 pages (5 articles)!
Recent changes | New pages | Missing pages

How to help
See how you can help contribute to the Official Flagship Wiki! Remember to maintain a standard for grammar and punctuation in your contributions, please.
Register
Register an account to keep track of your contributions.