recursal/Fanatic-Fandom huggingface dataset:
Krak The Morbid

Krak The Morbid is the savage Chieftain of the hostile gnome tribe known as Korokaram.

### Description

Krak has a short, gray beard, long hair and a scarred nose. His jaw is also abnormally wide. He wears nothing beneath his bone armour, made from human remains, and on his head is a crown built of a green mushroom cap with ribs attached around it. He also wears a cape of leaves.

### Biography

At an early age Krak showed signs of violent and morbid behavior. At the age of 7, he killed a bear with his own hands and ate it raw. He demonstrated how abnormally powerful his jaws were that day, for he snapped the bears neck with a single bite. To this day he still uses the bear's skull as a helmet to provoke fear into his enemies. Krak quickly rose to power as he reached age 16. His violent tendencies made him quite the warrior for the tribe, and thus, many tribesmen warshiped him, almost like a god. When Krak became 21, he suddenly murdered the chieftain of the time, Knack, by chewing his head off. He then proceeded to eat his arms and legs raw, before boiling the rest of Knack's body and head, and eating them too. And that is why, to humans, Krak is called The Morbid. But to his people, he is known as The Devourer.

### Abilities

By the few survivors who has encountered Krak in battle (they all lost one or two limbs after the encounter), they account that Krak usually wields a javelin in one hand and a human-made scyte in the other. He prefers wielding the scyte with two hands. Krak is extremely agile, and he is surprisingly strong as well. Additionally, he has attached a layer of fangs on his teeth, from beasts and animals he has killed in the past. He wears a lightweight bone armour, made from human remains. This armour is known to have magic-absorbing properties. Aside from his supernatural bite force, he also tends to go completely bezerk if one is to anger him. This will cause his face to turn blood red, and his eyes to protrude a little from their sockets.

### Appearances

Krak can be found at his cheiftain hut, in the Korokaram city. The hero can encounter him while venturing into the wilds of the Mushroom Forest. The hero will be asked to kill Krak if they follow the quest given by Faff.
King Seon

King Seon was the former king of The realm. He became king when King Donathes abdicated. He died during the Separation war in a final assault, leaving King Regi, his nephew, as heir. During his campaigns Magnata would be his most trusted general. He was also good friends with John, whom he at one point declared knight. King seon was strangely netrual towards both Angelians and Humanists, though he had once met an archangel in person. He considered the Separatists the main enemy.

King Seon once met Ussyries the archangel early in life, long before he became king. This meeting would forever dictate his motives for the rest of his life. The archangel had specifically searched for him in order to tell him of his future as king. The archangel asked him to on day unite the humans against The necromancer, who at the time had recently began to experiment with dark powers unknown to the world. When Seon became king, he started carrying out the archangel's wish. He cleared the outskirts of The realm from the grasp of various invaders, and he thereafter declared war on the separatists to reunite the realm, starting The separation war. He had tried diplomacy beforehand, but the Separatist leaders refused any offer. It was during this war that Seon hired Tiriam, which started the construction of airships on an industrial scale. Earlier in his reign he had John become a knight, and his order would protect The realm while he was away. Still, The separation war was not going in the king's favor, and he died during a desperate assault on the Separatists's capital. Before dying, he told Magnata what Ussyries had told him. He ordered her to retreat the remaining ships, and finally he told her to succeed where he had failed. The king had at last realized his mistake, but it was too late for him.
Jorge Dromedo

**Jorge Dromedo** is one of the 12 tier 1 leaders in *Terraformers*.

## Description

Jorge's extensive use of 3D-printed modules revolutionized architecture on Earth. His methods of building high density apartment complexes and arcologies from fiber-reinforced polymer modules offer the perfect balance between flexibility and easy maintenance. He came into the field of architecture through his passion for designing complex 3D structures on the computer, and he is never seen without his taplet PC. His expertise in designing housing moodules for regions with harsh weather conditions will be of great use on Mars.

## Specialization

* Rural Construction - Constructing regional buildings costs 15% less Resources.

## Skills

* Explore - Explore a Location for a power cost. The further away the location is from your nearest city, the higher the power cost.
* Earthworks - Destroy 2 rocks for free this turn.
* Modular Apartments - Recieve 2 Modular Apartments Projects.
	+ Modular Apartments - Costs 30 Food and 6 Titanium, must be built in a city. Housing: +1 Population. +3 Support per Turn if next to at least 1 other Modular Apartments.

## Gameplay

Jorge's strenght lies in providing a boost to support for a city his Modular Apartments are build in. Since he is an early game leader, he can only be used in the first 20 turns of the game and with the necessity to construct two apartments adjacent to each other, he is best used in turn 10 to 20 as opposed to turns 1 to 10 since the chance to have the neccessary resources to even build the apartments is higher. While the apartments do not need to be build directly, they are placed as Projects in your hand, which means that stockpiling of the buildings is possible, the limit to the maximum hand size prevents this. Jorge's Earthworks ability is gereat for clearing lava caves but not much use otherwise, since the best synergies for the earthworks ability are only obtainable later in the game. For the long game Jorge's cost reduction ability comes in very handy, since buildings spreading life, mines, spaceports and even all ocean buildings can benefit from this ability. So if it is known that these buildings are part of the overall strategy of the current scenario, Jorge can be helpfull for success.
King Seemor

King Seemor was the former king of The realm. He became king when King Donathes abdicated. He died during the Separation war in a final assault, leaving King Regi, his nephew, as heir. During his campaigns Magnata would be his most trusted general. He was also good friends with John, whom he at one point declared knight. King Seemor was strangely netrual towards both Angelians and Humanists, though he had once met an archangel in person. He considered the Separatists the main enemy.

King Seemor once met Ussyries the archangel early in life, long before he became king. This meeting would forever dictate his motives for the rest of his life. The archangel had specifically searched for him in order to tell him of his future as king. The archangel asked him to on day unite the humans against The necromancer, who at the time had recently began to experiment with dark powers unknown to the world. When Seemor became king, he started carrying out the archangel's wish. He cleared the outskirts of The realm from the grasp of various invaders, and he thereafter declared war on the separatists to reunite the realm, starting The separation war. He had tried diplomacy beforehand, but the Separatist leaders refused any offer. It was during this war that Seemor hired Tiriam, which started the construction of airships on an industrial scale. Earlier in his reign he had John become a knight, and his order would protect The realm while he was away. Still, The separation war was not going in the king's favor, and he died during a desperate assault on the Separatists's capital. Before dying, he told Magnata what Ussyries had told him. He ordered her to retreat the remaining ships, and finally he told her to succeed where he had failed. The king had at last realized his mistake, but it was too late for him.
Littlehog

Littlehog can be found hiding outside of the lair of Littlefairy Yutia. siding with him against Littlefairy Yutia will make him help out during the Home siege. Littlehog is armed with an arsenal of daggers and poisions. He wears the skull of a wildhog.

Littlehog is one of the Littlepeople, but he believed Littlefairy Yutia to be a ruthless despot who only ruled according to her own interests. Littlehog believed that the legitimacy of a ruler should stem from its subjects, but after a failed assasination plot he was forced into exile. Still, he plans to return, and with the help of The halfling he will overthrow Littlefairy Yutia.
Jud

Jud is a strong warrior from Necton. He takes his role as soldier very seriously. Jud can easily become aggressive and he will rarely think a situation through, though he has a very strong sense of morality.

Saving Necton from its cruel fate will make baron Meiger reward the player with Jud as a companion. In secret he does this because Jud caused many problems in Necton, and he was very tired of dealing with him.

(Though not being straight up dumb, it is hinted that Jud has an ADHD-Asperger combo).
Милая Маска

## Внешность

Высокий и стрйный молодой человек с светло-голубыми волосами и жёлтыми глазами. Когда он злится, его глаза меняются на кроваво-красный.

## Характер

Он считает, что все герои обязаны защищать каждого жителя этой планеты, а если они не в состоянии, то делать всё, чтобы становиться сильнее. Искренне желает счастья каждому живому существу во вселенной. Благодаря этим словам он в основном и стал известен. Но как всегда бывает, не могут быть такие плюсы без схожих минусов. У него есть скрытая безжалостная натура. Постоянная жгучая ненависть всему, что он считает абсолютным злом и даже их непосредственных сооучастников (по волей случая или нет) заставляет его уничтожать по его мнению абсолютное зло без всякого промедления. Это было наглядно показано, когда он прямо на месте казнил всех пленённых пришельцев из корабля Бороса. Милая Маска так же не испытывает никаких сомнений в правильности попытки убийства одурманенных невинных жертв вроде Личного Отряда Наринки, или убийства коллег героев учеников Атомного Самурая...

## Характеристики

*Характеристики Милой Маски*
 **Лимит сил** | ???

### Уникальная характеристика

**Двуличная Маска** - теряя свое фирменное самообладание, Милая Маска теряет вместе с этим свой человеческий лик и становится монстром, повышает свои характеристики "Сила", "Ловкость", "Выносливость", "Скорость" на два пункта. Спустя некоторое время, при воспоминании своего человеческого облика, тот возвращает прежний лик, теряя ранее полученные характеристики.

## Выполненные задания

**1. С Новым Годом!** Прошёл новогодний ивент и выжил!

**2. Неожиданные весëлые гости в мрачную ночь.** Единственный, кто быстро отреагировал на SOS и прибыл на помощь герою "S" класса: Световому Флэшу. Остановил обезумевшего героя с силой Демонического уровня и победил монстра Драконьего уровня.

## Игровые достижения

**Новогоднее побоище** — вы отмечали новый год целых полгода на тематическом ивенте.
Kaczka pstrodzioba (Anas poecilorhyncha) - Chiny, 2020.11.15

Data obserwacji: 2020.xx.xx
Miejsce obserwacji: Chiny, północno - wschodnia część kraju
Autor obserwacji: Magdalena Stoszek - Deng
Post zamieścił/a: Magdalena Stoszek - Deng

https://www.facebook.com/groups/1674246576203919/posts/2443454779283091/
Ptaka oznaczył/a: Wiktor Kroker

Data obserwacji: 2020.xx.xx
Miejsce obserwacji: Chiny, Harbin
Autor obserwacji: Magdalena Stoszek - Deng
Post zamieścił/a: Magdalena Stoszek - Deng

https://www.facebook.com/groups/1674246576203919/posts/2379846235643946/

Ptaki nie zostały oznaczone.
Per Aspera Ad Astra

**Per Aspera Ad Astra** is one of the five different scenarios in *Terraformers*.

This scenario is all about space projects. It is one of the trickier scenarios but it is not that difficult, given that the player simply needs to emphasize a few key points in order to succeed.

## Objectives

Earn Space Points by completing space projects.
Alex Madiba

**Alex Madiba** is one of the 12 tier 1 leaders in *Terraformers*.

## Description

Alex grew up in Namibia where his family recieved several acres of farmland during the land redistribution program targeted at the native Namibian population. Like his father, he studied desert farming aborad and spearheaded new techniques for the growing of crops on space stations. The hostile Martian environment is the perfect proving ground for his innovative approach to agriculture and he joined the Mars Colonization Project with his family in tow to start a new life on the Red Planet, leaving the farm to his siblings.

## Specialization

* Nitrates Boost - Increases your Nitrates production by 1 for every 3 new Nitrates you start producing.

## Skills

* Explore - Explore a Location for a Power cost. The further away the location is from your nearest city, the higher the Power cost.
* Farm - Farm +5 Food.
* Breach Aquifer - Convert a not-owned Water deposit into Ocean.

## Gameplay

Alexes Farm ability can give you an early leg up for the development of population, since most population buildings have food as their main cost component. Additionally the Breach Aquifer ability allows for the fast development of the first step of the Oceans stages of the terraforming program. Especially usefull in conjunction with an early explorative push to the poles, since, by default, many Aquifers are placed in conjunction to the poles of the planet. His special will boost your nitrate production in the late game, since it is quite easy to trigger it mutliple times, especially since nitrate is one of the easier produced mining resources.
Hong Tao

**Hong Tao** is one of the 21 leaders in *Terraformers*.

## Description

Hong Tao can get you some extra Trade Routes, but his Industrial Lobbying ability is a much better use of your turn. 10 Resources is much more useful than anything else in his repetoire.

## Specialization

* Solar Roads - Gain +1 Power per Turn for every 10 new Expansions you acquire.

## Skills

* Explore - Explore a Location for a Power cost.
* Industrial Lobbying - Gain 2 Water, Titanium, Tritium, Nitrates, and Silicates.
* Trade Center - Construct Trade Center for free.
	+ Trade Center - +1 Trade Route for every 3 Population in City. +1 Trade Route for every 3 Robots in City. This Project can only be played once per City. Must be built in a City.
Pekai Ayad

**Pekai Ayad** is one of the 12 tier 1 leaders in *Terraformers*.

## Description

Pekai started as a young activist for womens rights in Afghanistan and won a Nobel peace prize for her efforts. When the Mars Colonization Project was announced she decided to leave Earth behind, hoping to mold the emerging Matrtian society according to her vision. While her influence guaranteed equality of opportunity for all Martian settlers, her zealous crusade for justice afforded her a reputation of cynicism in the name of the greater good

## Specialization

* Pretty Cities - When you found a new city, gain +2 support income.

## Skills

* Explore - Explore a location for a power cost. The further away the location is from your nearest city, the higher the power cost.
* Industrial Lobbying - Gain 1 water, titanium, tritium, nitrates and silicates
* Inter-Class Dialog Center - Construct Inter-Class Dialog Center for free
	+ Inter-Class Dialog Center - Provides +3 support per turn. This project can only be played once per city. Must be built in a city.

## Gameplay

While Pekais abilityss allow for an early boost in support income, the impact of them is limited in the long run. The bonus of +3 Support for a building space without adjacency boni is easiely overshadowed by mid to late-stage buildings and the bonus gain of 2 support per turn per new city does not scale well with the later rise in demand, making the Specialization nearly useless in later stages of the game. Her Industrial Lobbying ability gives a small boost of every minable resource, but the resource gain by exploration of a new tile, will in most cases be higher in the net gain of resources and be more targeted towards the resources needed in the current situation, if the neccessary resource is available to explore.
Walter

Walter is potentially encountered in the Duke's castle. He wears a giant piece of armor, covering him completely. His scepter emits magic at his will, and he is able to shield himself against enemy magic. His scepter will also send out bolts of energy through the ground, if he choses to plant the scepter. Despite his magic, he will mostly rely on pure strenght while weilding his scepter, which also serves him as a mace. He will vocally express his deep hate for wizards/mages.

Walter was a friend of the Duke. He was the first soldier to truly embody a suit of steel, which happened years after he was defeated at the hands of a sorcerer during battle. His face was horribly scarred after the sorcerer burnt him until he yielded. He served in the same army as the Duke served in, along with several other people who would later be knights of the Duke's order. After the war ended he refused to return home due to his disfigured look, and he started collaborating with the Duke instead. His armor is outdated compared to the later knights of the order. His armor is mainly inferior due to its inner layers being constructed of a rare, costly type of ceramics. Though strong, it causes less mobility, and in league with his extremely thick, outer layer of steel, his iron body is heavy to the point where he once fell through two floors due to the sheer weight alone, forcing the Duke to repair and reinforce. Walter can therefore be easily defeated by any nimble opponent, if only they can find a weakspot in his armor. If his inner armor is ever penetrated, his internal pressure will cause him to explode, completely earsing anything too close in a blue blaze of energy, as his soul wanders free.
Terraformers Wiki

**Welcome to the...**
**Terraformers Wiki**
**35 articles • 50 files • 304 edits**

**About the wiki**

This is a wiki about the video game *Terraformers* that anybody can edit. It plans to document all of the content that can be found in the game.

**Navigation**

Leaders Scenarios

**HELPFUL LINKS**

* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles
Léna Kertész

**Léna Kertész** is one of the 21 leaders in *Terraformers*.

## Description

Léna Kertész is best used for her Cultural Festivals ability in the short term. Her Local Art Gallery building can be a good long-term investment if you build it in the right City.

## Specialization

* Happiness Leads to Creativity - If you have 800 or more total Support, gain +1 Project Suggestion and +1 Project Research per turn. You will also be able to store 2 extra Projects.

## Skills

* Explore - Explore a Location for a Power cost.
* Cultural Festivals - Spend 4 Water and gain +50 Support
* Local Art Gallery - Construct Local Art Gallery for free.
	+ Local Art Gallery - +3 Support for every location providing Support or Comfort of Living owned by the City. This Project can only be played once per city. Must be built in a City.
Projects

Projects are buildings that you can place inside a City or on Planet Location . Projects are obtaining by Researching or using Leader Skills. The following is a list of all projects along with their requirements to build. You can also see the list of unlocked Projects in Marsyclopedia in game.

### Population Projects

These projects increase the maximum buildings and locations  a city can have, along with the Robot projects. Having these projects will provide Support . The amount of Support can be increased with Support Projects
Ayesha Khatri

**Ayesha Khatri** is one of the 21 leaders in *Terraformers*.

## Description

While Ayesha Khatri's Sewage Treatment Plant is an interesting building, her real power lies in her Convert Resources ability and Rock Recycling Specialization. The ability to gain a free Titanium whenever you destroy a Rock is certainly nice, but the Convert Resources Skill is unparalleled -- you should use it at every opportunity to quickly build up a large stock of Titanium.

## Specialization

* Rock Recycling - Removing a Rock provides +1 Titanium.

## Skills

* Explore - Explore a Location for a Power cost.
* Sewage Treatment Plant - Construct Sewage Treatment Plant for free.
	+ Sewage Treatment Plant - +1 Water per Turn if the City has at least 4 Population. Adjacent Population provides -1 Support per Turn. This project can only be played once per City. Must be built in a City.
* Convert Resources - Convert 3 Silicates to +10 Titanium.
Maryam Fayed

**Maryam Fayed** is one of the 21 leaders in *Terraformers*.

## Description

Maryam Fayed is best at increasing your Robot Population at no cost. While Drone Hubs aren't quite as good as other Robot buildings, it's hard to argue with a price of "free."

## Specialization

* Power Boost - Increases your Power production by 1 for every new 6 Power you start producing.

## Skills

* Explore - Explore a Location for a Power cost.
* Applied Research - 3 more Projects are proposed this Turn. Gain +4 Science.
* Drone Hub - Construct Drone Hub for free.
	+ Drone Hub - Provides +1 Robots. Must be built in a City.
Misha Kiyama

**Misha Kiyama** is one of the 12 tier 1 leaders in *Terraformers*.

## Description

Misha is an expert in arctic biology and genetics. As the daughter of a renowned Japanese scientist couple, she always had to live up to high expectations. Inspired by the challenge of spreading life in an extremly cold and hostile environment, she signed up for the Mars Colonization Project, hoping to transform the rust-covered planet into an oasis teeming with new life.

## Specialization

* Efficient Bacteria Spreaders - Constructing Bacteria Spreader buildings costs 40% less science.

## Skills

* Explore - Explore a Location for a Power cost. The further away the location is from your nearest city, the higher the power cost.
* Import Lifeform - Propose 2 Lifeforms, choose one. This action can be performed 3 times by this leader.
* Genetic Modification: Reproduction Speed - Reduce the base spread duration of a lifeform by 15%. This action can be done 1 times by this leader. Lifeforms can only have one genetic modification.

## Gameplay

Mishas ability to Import Lifeforms can easily Jumpstart the Terraforming process of Mars, since the first Bacteria Spreader is always automatically obtained when the first Bacterium is imported to mars, allowing a head start for bacteriums which raise the temperature or the levels in atmosphere and oxygen. Since early Terraforming can be majorly impacted by the fast spread of bacteria, building multiple bacteria spreaders is a feasable strategy, which is greatly supported by the Specialization. Unfortunately the late game Impact of the Specialization is negligable, since it the bacteria spreaders become nearly obsolete, once the terraforming milestones are reached.
Tariq Fayed

**Tariq Fayed** is one of the 12 tier 1 leaders in *Terraformers*.

## Description

Tariq grew up in war-torn Syria and is well aware of the fragility of peace. Following an illustrious military career, he became a private security contractor concerned with providing protection for civilian populations in war zones. In time, he grew tiered of the violence around him and decided to join the Mars Colonization Project as a security expert to help create a new society that can prevent conflicts before they break out. He believes that an ordered society with strictly enforced laws and a strong judicial apparatus can never give rise to violent outbreaks, as long as the system itself is kept free of corruption. Having spent his life at war, Mars finally offers him a chance at peace.

## Specialization

* Water Boost - Increases your Water production by 1 for every new 3 Water you start producing.

## Skills

* Explore - Explore a Location for a Power cost. The further away the location is from your nearest city, the higher the power cost.
* Overwork - Select a City. It produces all its Resources a second time and generates -5 Support per Population. A Leader can only call for Overwork once in each City.
* Police Station - Construct Police Station for free.
	+ Police Station - Provides +1 Comfort of Living. This Project can only be played once per City. Must be built in a City.

## Gameplay

Tariq's Overwork ability, while sometimes helpfull, has two major drawbacks: 1. it can only be used once per city and 2. with Tariq being an early game leader, the resource gain from the ability is likely to be limited. On the other hand, his Police Station building is great, since it allows to offset early penaltys for Living quality (like low temperatures) and will scale in the later stages of the game if the population of the city is increased. His Specialization, like most early Game Boost specializations has the ability to provide a significant boost in Water production in the end game, especially with water being one of the more readylie available resources later on with some provinicial and oceanic buildings providing large amounts of water.
Isabella Torres

**Isabella Torres** is one of the 21 leaders in *Terraformers*.

## Description

Isabella Torres lets you tinker with Lifeforms like many other Leaders, but her Specialization is where she really shines; it's effectively a 20% increase in Oxygen production.

## Specialization

* Oxygen Boost - Increases your Oxygen production by 1 for every new 4 Oxygen you start producing.

## Skills

* Explore - Explore a Location for a Power cost.
* Import Lifeform - Propose 2 Lifeforms, choose one. This action can be performed 7 times by this Leader.
* Genetic modification: Lower Rain Requirements - Reduce the Rain requirement of a Life Form by 1 (minimum = 1). This action can be done 2 times by this Leader. Lifeforms can only have one genetic modification.
The Red Planet Awaits

**The Red Planet Awaits** is one of the five different scenarios in *Terraformers*.

It serves as the Tutorial for the game. Once this scenario is beaten, this would mean that the player has already beaten the easiest difficulty level of The Red Planet Awaits.

This scenario focuses on "Victory Points", unlike other scenarios, where all the player needs to do is continue making progress however they like.

## Objectives

Earn Victory Points by expanding Comfort of Living, your industry, your trade capacity, your research development, and Terraforming.

* **Mastery Level 0:** 300 Points (Tutorial Level), Expectations: Normal (5)
* **Mastery Level 1:** 400 Points, Expectations: Demanding (6)
* **Mastery Level 3:** 500 Points, Expectations: High (7)
* **Mastery Level 6:** 600 Points, Expectations: Elevated (8)
* **Mastery Level 10:** 700 Points, Expectations: Idealistic (9)
* **Mastery Level 15:** 800 Points, Expectations: Utopian (10)
* **Mastery Level 21:** 850 Points, Expectations: Utopian + (11)
* **Mastery Level 28:** 900 Points, Expectations: Utopian ++ (12)
* **Mastery Level 36:** 950 Points, Expectations: Utopian +++ (13)
* **Mastery Level 45:** 1000 Points, Expectations: Utopian ++++ (14)
Arthur Foster

**Arthur Foster** is one of the 21 leaders in *Terraformers*.

## Description

Arthur Foster is best used for his Mine Resources ability. Gaining 10-12 of a chosen Resource per turn is phenomenally useful, especially in the early game.

## Specialization

* Tritium Boost - Increases your Tritium Production by 1 for every new 2 Tritium you start producing.

## Skills

* Explore - Explore a Location for a Power cost.
* Mine Resources - Select a Resource deposit. Mine 10 of that Resource, with a bonus of +1 for large deposits and +2 for gigantic deposits.
* Earthworks - Destroy 5 Rocks for free this Turn.
Jagrav Varman

**Jagrav Varman** is one of the 21 leaders in *Terraformers*.

## Description

Jagrav Varman's Rally Speech is good to use for some quick Support boosting, but his Astral Temples are much more useful if you have the space to build them. +5 Support (or +10 if built on a high location) will help you out in the long run.

## Specialization

* Space Support - Gain +1 Support per Turn for every 20 new Resources you transport to progress a Space Project.

## Skills

* Explore - Explore a Location for a Power cost.
* Rally Speech - Select a city. Gain +10 Support per Population. A Leader can only speech once in each City.
* Astral Temple - Construct Astral Temple for free.
	+ Astral Temple - Provides +5 Support per Turn. Bonus +5 Support per Turn if placed on a high location. This Project can only be played once per Climate Zone. Must be built on a Planet Location.
Nailya Bolatbek

**Nailya Bolatbek** is one of the 21 leaders in *Terraformers*.

## Description

Nailya Bolatbek is a major asset if your City has multiple Trade Routes connected to it -- her unique Embassy Building can provide a bunch of Support. Combine that with her Trade Boost Specialization and you have a serious asset for increasing your trading capabilities.

## Specialization

* Trade Boost - Increases your number of Trade Route by 1 for every 3 new Trade Route you set up. Trade Routes from adjacent Mines don't contribute.

## Skills

* Explore - Explore a Location for a Power cost.
* City of the Year - Select a City. It produces its Support again. Each City can only be selected once per Leader.
* Embassy - Construct Embassy for free.
	+ Embassy - +2 Support per Turn per Trade Route provided by this City. Trade Routes from Mine adjacencies don't count. This Project can only be played once per City. Must be built in a City.
Green Path

**Green Path** is one of the five different scenarios in *Terraformers*.

This scenario requires the player to focus on spreading lifeforms, which includes terraforming and plants, as well as deal problems with maintaining support and having a constant flow of resources.

## Objectives

Earn Prestige Points by spreading Lifeforms on Mars.

* **Mastery Level 0:** N/A
* **Mastery Level 1:** 20 Lifeform Prestige, Demanding Expectations (6)
* **Mastery Level 3:** 40 Lifeform Prestige, High Expectations (7)
* **Mastery Level 6:** 60 Lifeform Prestige, Elevated Expectations (8)
* **Mastery Level 10:** 80 Lifeform Prestige, Idealistic Expectations (9)
* **Mastery Level 15:** 100 Lifeform Prestige, Utopian Expectations (10)
* **Mastery Level 21:** 110 Lifeform Prestige, Utopian + Expectations (11)
* **Mastery Level 28:** 120 Lifeform Prestige, Utopian ++ Expectations (12)
Anastasia Dromedo

**Anastasia Dromedo** is one of the 21 leaders in *Terraformers*.

## Description

Anastasia Dromedo is a tricky Leader to use. Her Eureka Skill is great if you're running low on Projects. The real challenge with her, however, is the Independence Skill -- it will introduce pretty bad negative penalties if you have any Trade Routes active with Earth. Do not use this Skill lightly.

## Specialization

* Climate Variety - When you found a new City, gain +5 [Support] per Turn if it is the first City in its Climate Zone.

## Skills

* Explore - Explore a Location for a Power cost.
* Eureka - Research all Projects suggested this Turn for free.
* Independence Speech - Convinces the Population of a City that Mars should become Independent. When the majority of your Population is convinced, Martian independence is declared.
	+ Independence - Independence increases the Global Comfort of Living by 1, but generates 2 negative Support per Turn per active Trade Route with Earth.
Henry Carnegie

**Henry Carnegie** is one of the 21 leaders in *Terraformers*.

## Description

Make no mistake about it -- Henry Carnegie is one of the best Terraforming Leaders in the game. Avoid using his Mine Venting ability since the downsides are pretty severe for what you get. Instead, you should pop CO2 Imports every turn -- you'll get to the first stage of Heat before his term is over, and you'll make a fair amount of progress on Atmosphere, too.

## Specialization

* Cheap Mines - Constructing Mines costs 25% less resources.

## Skills

* Explore - Explore a Location for a Power cost.
* CO2 Imports - Gain +4 Atmosphere and +4 Heat.
* Mine Venting - Choose a Mine, it immediately produces +5 Heat and +5 Atmosphere as well as -25 Support per Resource it mines. Can only be done once per Mine.
Flora Norouzi

**Flora Norouzi** is one of the 21 leaders in *Terraformers*.

## Description

Isabella Torres lets you tinker with Lifeforms like many other Leaders, but her Specialization is where she really shines; it's effectively a 20% increase in Oxygen production.

## Specialization

* Oxygen Boost - Increases your Oxygen production by 1 for every new 4 Oxygen you start producing.

## Skills

* Explore - Explore a Location for a Power cost.
* Import Lifeform - Propose 2 Lifeforms, choose one. This action can be performed 7 times by this Leader.
* Genetic modification: Lower Rain Requirements - Reduce the Rain requirement of a Life Form by 1 (minimum = 1). This action can be done 2 times by this Leader. Lifeforms can only have one genetic modification.
Fairy Flight Outfit

**Unlockable** | No

The **Fairy Flight Outfit** is a body item in *Universal Penguin Newlands*. It costs 400 coins in the Penguin Style catalog.

## Trivia

* It goes with Girl's Pilot Cap and Golden Fairy Wings.

## Gallery

Fairy Flight Outfit Playercard.pngOn a Player CardIn-gameAs seen in the August 2009 Penguin Style catalog, along with Girl's Pilot Cap and Golden Fairy Wings
Gustav Mirzoyan

**Gustav Mirzoyan** is one of the 12 tier 1 leaders in *Terraformers*.

## Description

Gustav is an expert in simulation programming and created the Mars Colonization Simulation with the help of Jorge Dromedo. Born to an Armenian father and Swedish mother who met at a demoscene event, he was always fascinated by the possibilities of computing. He understands the importance of testing new real-world applications in the controlled environment of a computer simulation and has been providing complex environment sims for governments around the world. His expertise will greatly benefit our research branch.

## Specialization

* Advanced Machine Learning - Increases your Science production by 1 for every 6 Robots you construct.

## Skills

* Explore - Explore a Location for a Power cost. The further away the location is from your nearest city, the higher the power cost.
* Energy Savings - Generate +5 Power.
* Applied Research - 2 more Projects are proposed this Turn. Gain +3 Science.

## Gameplay

Gustavs Applied Research ability can be used to cycle through the early available Project options more quickly and find necessary and important projects to stabalize during the early game. This is espeacially helpfull, if an early Development Center was obtained, increasing the number of projects that can be taken. His Energy Savings ability enables a faster pace of exploration, if the energy drops low in the beginning of the game. His Specialization, while slightly helpfull for the Blue Way scenario has to contend with the issue of having probably about one trigger every 3 citys developed. The total gain of science through this ability might end up neglectable and needs to be compared with the resources invested to build 6 robots.
Dejah Robinson

**Dejah Robinson** is one of the 21 leaders in *Terraformers*.

## Description

Dejah Robinson is great for helping Space Projects move along. Her Space Hotels Skill gives you a guaranteed Space Project, saving you from getting screwed over by bad luck.

## Specialization

* Tourism - New Location upgrades that provide Support or Comfort of Living provide +2 Support per Turn.

## Skills

* Explore - Explore a Location for a Power cost.
* Alternative Space Materials - Provide 3 random Resources in each of your Space Projects. Only applied once per Space Project.
* Space Hotels - Start construction of Space Hotels.
	+ Space Hotels - Space Project. Costs 10 Titanium. Provides +10 Support per Turn.
Hope O'Malley

**Hope O'Malley** is one of the 21 leaders in *Terraformers*.

## Description

Hope O'Malley is the unparalleled queen of Support. If you have the Water (or Trade Routes) to spare, her Cultural Festivals will let get you a stunning 80 Support for just 8 Water. If that's not an option, Rally Speech works as a backup to help you boost your Support even further.

## Specialization

* Gain +1 Support per Turn for every 8 new Buildings you construct.

## Skills

* Explore - Explore a Location for a Power cost.
* Rally Speech - Select a city. Gain +10 Support per Population. A Leader can only speech once in each City.
* Cultural Festivals - Sped 8 Water and gain +80 Support.
Люди

**Люди** — одни из представителей разумных существ, населяющих мир. Было бы упущением не упомянуть об их многочисленности и многообразии — в этом отношении подобных людям не существует.

## Морфология

Разные люди выглядят по-разному — невозможно вывести единую описательную характеристику человека, которая подходила бы к каждому (что напротив возможно для всех остальных рас). Одни белы, как снег, другие черны, как уголь — то же верно в отношении волос; одни вырастают до 4 локтей, другие чуть выше 3,5 локтей; одни сильны и мускулисты, другие же слабы и хилы. Их вес колеблется от 110 фунтов до 220 фунтов. Цвет глаз у людей может быть почти чёрным, коричневым, серым или голубым, реже зелёным.

Живут люди недолго. Они достигают своей зрелости приблизительно к 20 годам и живут в среднем около 80 лет, редко переходя вековой порог.  Но несмотря на столь скоротечную жизнь людям удается оставлять самые заметные следы в истории.

## Происхождение

Нет единого мнения о том, как появились люди. Разные народы приводят разные сведения, говорят о разных событиях и рассказывают разные истории. Всё, в чём они сходятся, это лишь божественный промысел, благодаря которому существуют они и всё вокруг. Однако даже здесь мы стоим на распутье: одни верят в одних богов, другие — в других; кто-то верит во множество высших сил, кто-то утверждает, что имеет место только один бог.

Всё, что мы можем, это *попытаться* объединить все эти верования в одну мифологему, которая была бы характерна для всех народов людей. Но пока эти попытки не увенчались успехом.
Аври

## Прочее

Кварталы Аври

**Аври** — небольшой городок, расположенный на восточной границе Империи Аворлан. Он не примечателен со стратегической точки зрения, однако славится своими плодородными землями. Нередко его называют «сердцем» Жёлтых Равнин.

Аври частично расположен на храмовом холме — возвышенности, где стоит аврийский мужской монастырь, — а частично на равнине. Холм огибает река Или́га, через которую перекинут мост, носящий имя Э́дульфа — так же названы западные ворота, через которые проходит этот мост. У города есть ещё двое ворот: южные и восточные, которые, однако, не имеют собственных названий.

### Этимология

Название города буквально означает «Место реки». По крайней мере так полагают некоторые исследователи, приводя версию, что ранее на лебуркском слова «место» и «река» звучали и читались как *hao* и *fri* соответственно, однако со временем произношение изменилось и город получил своё современное название.

### Кварталы

Аври поделён на несколько районов, из которых выделяют два жилых кварта, торговый и ремесленный кварталы, территорию монастыря, трущобы и пригород.

Торговый, или центральный район, расположен в центре города. Там же расположена и рыночная площадь, где можно найти небольшие прилавки практически со всем необходимым, но и стоящем дороже, чем если покупать непосредственно в магазине, которому этот прилавок принадлежит. На главной площади также располагается здание городского совета, в котором заседает бургомистр, и пристроенная к нему часовня с колоколом.

Весь холм отведён под монастырский комплекс, в котором обитает аддейистское духовенство. Кроме этого, там же находится городская библиотека, в которой, помимо всего прочего, хранятся и метрические книги с родословными записями горожан.

В элитном квартале живёт аристократия — городской совет и бургомистр, а также особо богатые жители города (в основном купцы). Примечателен тем, что живёт в нём намного меньше человек и домов в нём построено гораздо меньше, чем в квартале простолюдинов.

В жилом квартале простолюдинов, помимо, собственно, жилых домов, можно найти различные питейные заведения, таверны, пабы и гостиницы, а также пекарни, общественные кухни и частные магазинчики, посвященные различным товарам: от безделушек до алхимических и чародейских лавок.

В ремесленном квартале можно найти разного рода цеха, посвящённые ручному труду. В основном там располагаются кузнецы, кожевники, ткачи и швеи и строители.

Расположенный за стенами города рабочий район представляет из себя частные дома с участком, где живут некоторые фермеры и скотоводы.

В трущобах обитают те граждане, которым нечего терять, но которые цепляются за каждую возможность, а потому возводят свои невзрачные и жалкие халупы прямо под стенами города. Их, как правило, выгоняют с городских дорог, закоулков и площадей, вышвыривая из города за его предел, обозначенный стенами.
Svetlana Rossi

**Svetlana Rossi** is one of the 21 leaders in *Terraformers*.

## Description

Svetlana Rossi's Megapolis Support Specialization will give you a tiny boost of Support in the mid-to-late game. Popping her Urban Planning ability at least once will be good for securing the high-density Skyscraper Building.

## Specialization

* Megapolis Support - Gain +1 Support per Turn for every 13th, 14th, and 15th new Building you construct in each City.

## Skills

* Prospecting Tour - Explore a Location for a Power cost. Collect +1 resources of every resource hint.
* Overwork - Select a City. It produces all its Resources a second time and generates -5 Support per Population. A Leader can only call for Overwork once in each City.
* Urban Planning - Get 2 Habitation Module Projects and 1 Skyscraper Project.
Red Path

**Red Path** is one of the five different scenarios in *Terraformers*.

This scenario involves producing a lot of resources.

## Objectives

Establish Resource production for various Resources.

In the first difficulty, 4 water, nitrates, silicates, titanium and tritium per turn must be produced. The amount changes for other difficulties.
Галорил

Герб Галорила

**Галори́л** (от эльф. *h́al* — «место» и *ril* — «река») — это большой город, стоящий в устье реки Цале́рии. Он является столицей Конфедерации торговых городов-государств ***Тёплого Залива*** (чаще просто Конфедерации) — относительно небольшого государства, которое имеет множество заморских территорий (в основном городов).

Галорил возведен на месте древнего города эльфов, который сейчас является одним из его районов, называемым «Эльфийским Галорилом» (реже просто «Эльфийским городом», потому что так называют все районы, где раньше стояли эльфийские города). Галорил нередко называют «Сердцем Мира», поскольку он является городом, на месте которого сходится множество торговых путей. Благодаря им он получил огромное влияние в Зефире, что позволило назвать язык его жителей — особый диалект дали́йцев — lingua franca!

Достоверно неизвестно, процветал ли город во времена, когда он находился под властью эльфов, однако с приходом людей очень скоро стало очевидно его выгодное расположение.

С давних времен в городе жили и заправляли эльфы. Неизвестно, каким образом совершалось управление над его гражданами, однако с приходом людей пришли и новые порядки. Долго власть в городе принадлежала аристократии, которая время от времени сменяла друг друга, пока около 500 лет назад на поле не появилась фигура Эрми́я Фиа́нна. Хитростью он завладел властью над городом и его богатствами, которые быстро стал использовать для увеличения этого же богатства. Это же продолжили делать и его потомки, усилиями которых Галорил заключил выгодные сделки с другими торговыми центрами ***Тёплого Залива***, став Конфедерацией.
Орки

**Орки** — одни из самых неразумные среди разумных существ, населяющих мир. Они грубы, жестоки и необразованны. Всё, к чему лежит душа орка (если она у него, конечно, есть), это смерть.

## Морфология

Типичного орка выдаёт его зелёная либо серая кожа разных оттенков, высокий рост (до 5 локтей) и массивная нижняя челюсть с двумя торчащими из неё клыками. Кроме этого орки обладают слегка заострёнными ушами, большим весом (до 275 фунтов), который обусловлен их мышечной массой, и отсутствием волос на теле, за исключением тех, что растут на голове. Цвет волос орков часто имеет тёмные оттенки, редко бывает рыжим и никогда светлым. Орки, как и люди с гномами, стареют и к старости седеют. Однако увидеть седого орка сродни встрече с драконом — почти невозможно.

Предполагается, что живут орки немного дольше, чем люди — 120—130 лет. Однако доподлинно это неизвестно, поскольку культурно ранняя смерть для орка считается почтительней, чем поздняя.

#### Полуорки

**Полуорки**, будучи гибридным потомством орков и людей, наследуют признаки обоих родителей: рост их немногим больше 4 локтей, а вес колеблется в пределах от 200 до 250 фунтов. Цвет кожи у них бывает как обычным, присущим человеку, так и зелёным или серым, присущим орку — то, какой будет кожа, зависит от расы матери, хотя чаще всего она (кожа) имеет усреднённые оттенки. Цвет волос у полуорков обладает большим разнообразием, чем у их зелёных родителей, как, собственно, и глаза. Однако они всё ещё сохраняют массивную челюсть, которая стала меньше ненамного, и выпирающие клыки. Волосы у них, в отличие от орков, растут не только на голове, но и, как у людей, на груди, лице, подмышках и других местах.

Живут полуорки дольше людей и, в среднем, дольше орков (но лишь потому, что не стремятся погибнуть в битве) — около 100 лет.

## Происхождение

Любой без исключения орк на вопрос, *как появился твой народ?*, незамедлительно ответит: «Мы рождены от Сугат-матери». Однако некоторые эльфы, зачастую жившие в прошлом и, по преданиям, имевшие тайные знания, называли орков *эльфами*, подпавшими под извращённое влияние демонов.

На самом деле, такие воззрения не нашли отклика даже среди эльфов (которые, однако, сочувствуют судьбе орков), потому что о них немного и немногим, а источники не внушают доверия. Публику больше впечатляют сказания о жестоких орочьих божествах, нежели о низвержении прекрасных эльфов.

Что же касается гибридного потомства (полуорков), то говорить о них особо нечего. Они рождаются среди орков от человеческих женщин — рабынь, которых похищают во время набегов орки. В орочьем обществе подобные связи порицаются, хоть и не наказываются. Нередко полуорки становятся вождями орочьих племён.